| Commit message (Collapse) | Author | Age | Files | Lines |
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update.
This should fix the wrong rotation on existing sitting avatar when logging in bug.
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resending, timeouts, packet discarding. Add notification event for
packet discarding. Add priority scheduling for packet queues.
Add outgoing duplicate detection facility. Correct packet sequencing.
Make provisions for automatic server side throttle adjustments (comes
in next installment)
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* This should allow multiple copies of an archive to be loaded into different regions on the same region server
* This shouldn't affect existing operations.
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Terrain revert using the PaintBrushes appears to work OK,
however when using 'apply to selection' the RevertArea
FloodEffect calculates the revert height incorrectly
unless the strength passed in from the viewer is 1.0
Attaching a patch to correctly reset the selected area
to the heights in the revertmap.
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information messages
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many were actually located
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track a packet and if it hasn't been acked within a set time, trigger a IClientAPI event, that the application/scene can handle. Currently only terrain packet tracking is finished, Tracking for initial Prim packets (first full update for a prim) is being worked on. Future improvements would be to make it a more generic packet tracker with callback delegates instead of events.
Add a test event handler (which would fire after a minute if a terrain packet hadn't been acked) to scene to handle the OnUnackedTerrain event, which currently just resends the terrain patch.
The idea of this packet tracking is for the region level application to be able to know if the client stack gave up on sending a packet.
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Implements additional unlink modes (unlink root prim from link set, some
multi-set operations). Linking (single and mutiple) fully implemented.
Consistent numbering of links while in world. Link/delink with predictable
link numbering. Correct link numbers in LSL.
Not all multi-set ops implemented. Link numbers still change when taken and
re-rezzed.
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No longer teleports an agent home unless their root agent is being banned.
Visual blocking is still in effect.
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Returns true whenever the LLUUID references a user who is either an EM or
the region owner.
Please note that ownership is region-scoped, while EM is estate-scoped.
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post-deserialization changes can be carried out before adding it to a scene
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Makes the estate dialog fully functional. Implements all client facing functionality. Moves estate data from estate_settings.xml, which is used to provide defaults, to the region data store. Creates one estate for each region, and places the region in it. Converts all region bans to estate bans.
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for now
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deleted by default
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Patch 7 of the region patches. Finish off the region parts of the estate dialog. Full user functionality. Terrain textures, heights, water, avatar counts, prim bonus, debug settings and region toggles can now be set from the dialog on a per-region basis. Estate stuff defaults to sane values where there are no defaults, to estate_settings.xml otherwise. Sun still b0rked :(
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Make all of the toggles go live. Utilizes the new database table for almost everything. Remove lots of now unneeded settings from the EstateSettings class
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Patch #4 of the region settings series. Partial functionality of the new
storage system. More patches to follow.
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this before (doh)
* Not quite perfect yet
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they already exist in the scene
* (ability to give objects new uuids will come later)
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Changes the permissions module to make scripts permissive only when intended
Adds security checks to asset transfers to prevent hacked clients fron
requesting script sources.
Adds security checks to llClientView to verify all aspects of ownership
and permissions for inventory based script retrieval.
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* might help to diagnose mantis 1712
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parameter should be set to the the ParcelMediaCommandEnum value. While flags seems to need to be set to (uint)(1<<[value of the command enum])
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analyzing prims
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IClientAPI. These methods have not been tested, but feel free to start wiring them to llParcelMediaCommandList.
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posterization. Thanks to Adam for the tip.
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functionality addition
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ready for analysis of inventory item types other than objects
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instead of 4 at a time
* Certain terrains which are fine went patches are sent singly cause a libsecondlife failure when patches are sent in batches
* See http://opensimulator.org/mantis/view.php?id=1662 for more details
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creation/reclaim/sale date.
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information right now.
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* Reintroducing asset type but this time in a long form, and with _ rather than .
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to save a single primitive or small group of them. This command will save all prims in the current scene that name matches the "PrimName" parameter. The saved file is in standard xml2 format, so can be loaded using load-xml2
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massaging OSHttpRequestPump to not abort on exceptions...
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* Not yet reloading
* Terrain saving will be optional a little further down the line
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and from files
* Should be making use of this in the next revisions
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not break trunk.
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* Added IClientAPI.SendTexture stub.
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