| Commit message (Collapse) | Author | Files | Lines |
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the console would not cause the terrain to be saved to the Scene. (Mantis #845)
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Commander with the scene (whoops).
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* Renamed plugin console message, to send a message to a plugin, use either "plugin <message>", or any unrecognised message will be sent ("plugin" sends explicitly) This replaces the old "script <message>".
* Terrain commands - "terrain <command>" now works again. "Script terrain <command>" does not. Many of the commands have now been reimplemented, eg load-tile. However some have new syntax.
* New console command handler, you can now use things like "terrain help" or "terrain save help". See TerrainModule.cs for an example of how to use the new "Commander" class.
* Commander class - advanced processing of console input and also enables a script API to be generated from registered console commands.
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sort it out when he gets time.
Most likely doesn't really work in grid mode as the generated textures are marked as temporary and I don't think they are updated to the asset server. We have to either live with these textures being sent to the asset server, and manually clean them out from time to time or wait until there is some asset management system in place.
Also currently the texture is only generated at region startup, it is not updated after terraforming.
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This patch implements llMessageLinked.
I had to make a change to llGetLinkNumber to return m_host.LinkNum + 1 for
link sets of more than 1 prim, or 0 for a single object, since according
to:
http://rpgstats.com/wiki/index.php?title=LlMessageLinked
linksets with 2 or more prims start the link numbering at 1, but a single
prims link number is 0.
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MySQLDatabaseMapper could be removed from Region.Environment.
Added a using OpenSim.Framework.Data statement to MySQLDatabaseMapper , to try to fix the build problem that has been reported on the mailing list.
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Framework.Data.Base
We REALLY need to get the db layer sorted soon...
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Fixes mantis 771 - multiple uses of llListen cause duplicate events
Thanks Michael!
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OpenSim.Framework.Communications.Limit
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box. (previously it crashed my simulator)
* Found and gracefully handled a few situations where null references occur. (m_rootPart again!)
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'already dispatched' message completely temporarily
* I believe that if the Linden client has not started to receive a texture after 15 seconds, it re-requests it.
* My hypothesis is that the texture packets are often still in the texture queue (esp. if the client has just cleared its cache), so another load of packets get added...
* If this is the cause, resolution is going to be rather complicated.
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requests for missing textures
* Also minor logic change so that we actually do retry missing texture requests (we weren't before)
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when we start dropping requests
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n=5), we now drop the subsequent requests
* This may improve region memory usage
* This is a short-term response to a problem whereby some clients keep requesting the same texture even after we've sent it
* This treats the symptom rather than the cause.
* n can be adjusted by changing the constant at the top of UserTextureDownloadService if necessary
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an "Exception e" with e.ToString() to eliminate 2 warnings.
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* We should not be using ASCII anywhere except for legacy compatibility reasons.
* A large number of UTF8 Encoders are being used in places where we should be using Util.StringToField instead. These have been tagged with // ENCODING FAULT
* This should fix Mantis#799 - Japanese Profile Text does not work.
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already have received
* The warning will be
[USER TEXTURE DOWNLOAD SERVICE]: Received {0} requests for already dispatched texture {1} from client {2}
This is to see whether the texture packet queue memory leak is caused by clients continually re-requesting textures they should already have
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Thanks to DrSchofld for pointing this out.
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AssetCache for it if we know it's missing.
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textures (probably for some good reason) by dropping all subsequent requests after the first reply.
* Print out a console message every 20 tries rather than every single one.
* This weakens the problem but does not eliminate it
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flattening the selected area.
* Noise, and Noise-Area brushes now use Perlin noise, more closely simulating the method LL uses officially.
* TerrainModule has been cleaned up slightly.
* TerrainUtil class has several new functions related to seeded noise generation.
* Extracted ITerrainEffect, ITerrainFloodEffect, ITerrainLoader, ITerrainPaintableEffect, TerrainChannel to seperate files.
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size. Helps make the fonts crisp when using vector renderer as a
text board.
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and a seperate voice server approach compatible with SLVoice is needed here.
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* Reduce 'asset not found' console debug spam
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* Fixed a bug with the Smooth Area brush.
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* Terrain Area-of-Effect brushes now should work properly.
* Updated the scale / effect of various brushes. Small & Medium brushes should now actually do something.
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TerrainUtil class. More needs doing.
* Adjusted strength of brushes to Math.Pow(2,size), this should in theory work closer to how it was before.
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isn't found, since this appears to be crashing Linden client 1.19.0(5)
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closer. Bugs may be due to the water distribution pattern.
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* W.I.P: Hydraulic Erosion (Spherical) paintbrush - code is all there, but some work is required on the initial parameters to get it to function correctly. Replaces the smooth brush when `newbrushes` is switched on.
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