| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
| |
protected internal on the basis that they shouldn't be manipulated by outsiders
|
|
|
|
| |
InnerScene
|
|
|
|
| |
match existing AddScenePresence
|
| |
|
|
|
|
|
|
|
| |
however you can use it to help find out what scripts are causing your simulator to cry.
* Access it from the Estate tools/Debug tab.
|
|
|
|
|
|
| |
Drag copy a prim and the prim that is moved, persists.
The prim that is created does not survive a restart.
|
|
|
|
| |
deleting and unlinking an object
|
|
|
|
|
|
| |
* Push some delete functionality into InnerScene to match what's already there for adding objects
|
| |
|
|
|
|
| |
instead, on the basis that this is less likely to cause confusion with c#'s base object type
|
|
|
|
| |
basis that they all take SOG parameters to improve code readability for now
|
| |
|
| |
|
|
|
|
|
|
|
|
| |
* Concurrency issues are resolved because each object makes a memory-only copy of itself and backs up the copy.
* Because of the way this is done, the latest at the time of the backup gets backed up (no functionality change)
* You can move *thousands of objects at a time* and the sim doesn't freeze and wait for the backup to complete.
* This can be enhanced more by dedicating the thread as opposed to starting it when the backup process starts.
|
|
|
|
|
|
|
|
|
|
| |
House cleaning ...
Rather than using the variable name EntityList, the variable name
EntitieList was being used. Here's a patch to fix it.
|
|
|
|
| |
half tiny amount implemented.
|
| |
|
|
|
|
|
|
|
|
| |
propagation and script module hooks. Thanks Melanie!
* Implements quite a few inventory related perms.
* (from Teravus) Fixes Take Copy
|
| |
|
|
|
|
|
|
|
| |
Scale both sides checked.
* This probably makes build tools work again. yay.
|
| |
|
| |
|
|
|
|
| |
directly to the world
|
|
|
|
|
|
| |
*Removed hardcoded permissions checks
*Added permissions checks where needed
|
|
|
|
|
| |
* Added back a sleep to the kick routine so users get a 'you have been logged off message' when they get kicked from the simulator for various reasons (like 'the simulator is going down')
|
|
|
|
|
|
|
| |
permission module to follow this.
*This makes permission checking much more modular; allows restrictive and granting module to be made without modifying the existing permission module
|
|
|
|
| |
perms are in line with project goals.
|
|
|
|
|
|
|
|
|
| |
seen in one of the crashes of mantis 1163
* It's not impossible that this could lead to deadlock where sessions simply appear to freeze, even though the region console still responds.
* If this is the case, please file a mantis
|
|
|
|
|
|
|
| |
PROGRAMMERS. NAUGHTY.
* Thanks to Andrew (DeepThink) for working on this one.
|
| |
|
| |
|
|
|
|
|
|
|
| |
* Converted a large number of read-only fields to be actually, readonly.
* Reformatted code sections.
* Removed redundant code.
|
|
|
|
| |
conflict monster later. Not done yet, doesn't crash the server.
|
|
|
|
| |
you rez it on. Including multi prim groups and prim that have different X/Y/Z scales.
|
|
|
|
|
| |
* In the future this should be a config option... and, hopefully this tides the builders over for a little while.
|
|
|
|
|
|
|
|
| |
to do a change-region first. Careful though. I still suggest you do a change-region first.
* Patch from Melanie to implement touch_end.
* Thanks XenReborn!. Thanks Melanie!
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
and detach from inventory.
* Detaching from right clicking in world, detaches to your inventory.
* If you go up to a prim and attach it from in world, it appears in your inventory.
* Attachment placement is saved when you detach them.
* Choosing wear remembers your last attachment point from inventory.
* Wrote a method to update an inventory item's asset and sends the updated inventory item to the Client
* Wrote a recursive method to find the folder of a known existing inventory item.
* Removed a block on physics object position on creation. This might crash a region or two, let us know via Mantis if your region crashes because of a physics out of bounds error.
* Drop doesn't work. The menu item doesn't even come up. Don't know why :P.
|
|
|
|
| |
I need them to be for attachments.
|
|
|
|
| |
avatar. Those dastardly objects stick to you.
|
|
|
|
|
| |
* Causes the internal handling of attachments to put the prim group conceptually at the position of the avatar instead of 0,0,0
|
|
|
|
|
|
|
|
|
| |
* Your friends can see your attachments now. People who appear in the sim after you've attached something can also see your attachments.
* You can position & rotate your attachments now. Positions do *not* save.
* You can detach attachments now the regular way.
* Attachments do not cross into other regions with you..(this isn't too far off)
* Updated ODE to not request terse updates on child prim.
|
|
|
|
| |
tglion!
|
|
|
|
| |
(this took a while to run).
|
|
|
|
|
|
| |
Linked objects won't scale together properly, only the root object scales.
This happens with scaling both up and down or inputting numbers in the edit dialog.
|
|
|
|
|
|
|
| |
This patch makes the "Show in Search" checkbox on the viewer work. Additionally, I also discovered that show-in-search objects use the JointWheel flag, so this patch currently uses that flag. LibSL needs to add a flag to enum LLObject.ObjectFlags, "IncludeSearch = 32768" so we aren't using a legacy flag.
Additionally this patch also contains a small fix to BaseHTTPServer that lets the response content-type to be something other than text/html. For some reason this didn't get submitted with the DataSnapshot merge.
|
|
|
|
|
|
|
|
|
| |
rather than simply returning 0 items.
* This is very early support which would only be triggered in a rather unlikely case (if the user server correctly received an inventory skeleton, but later on failed to return the whole inventory in a timely manner. Also, this only applies to the 1.19.1.4 client onwards
* Code cleanup and support for other failure cases (failure of inventory caching on region crossing, failure to actually add a folder/item, etc, should follow.
|
|
|
|
|
|
|
|
| |
deletes a newly rezzed object before the persistence thread gets to it from its queue.
* This should greatly reduce but not eliminate the problem - elimination probably requires a redesign of the prim persistence processes
|
|
|
|
|
|
| |
* Scripts in prims within linksets can now be properly edited using the 'edit linked parts' linden ui option
|
|
|
|
|
|
|
|
| |
create new inventory folders
* This mirrors the grid behaviour
|
|
|
|
| |
if the avatar has never logged in before
|