| Commit message (Collapse) | Author | Age | Files | Lines |
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* Force ClickAction persistence even if other object properties are not edited
* Thanks nlin!
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* This is a HUGE OMG update and will definitely have unknown side effects.. so this is really only for the strong hearted at this point. Regular people should let the dust settle.
* This has been tested to work with most basic functions. However.. make sure you back up 'everything' before using this. It's that big!
* Essentially we're back at square 1 in the testing phase.. so lets identify things that broke.
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been deleted on an update request from the regular sweep
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* my excuse is that I hadn't used this monodevelop exe before...
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sweep occurs
* Fold m_deleted and m_isDeleted together (ugh!)
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now ply their trade. Is that nuts?
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Attachments now save to MySQL. No reattach on login yet.
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Trigger a persistence save when only name or description have
changed.
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client log off
* This is being done by preventing close from being called twice on child agent closure (nres which would have been thrown are being swallowed).
* However, it should be possible to do much better cleanup on this code in the future
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ScenePresence. Pace prim delivery to about 200 updates/s max. Break
a long-held lock that caused the notorious MapBlockQuery XMLRPC timeout
on agent login. Eliminate 60 second timeout at "Waiting for region handshake".
Fix region crossing/teleport response. Fix appearance in primmy regions.
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Changes erroneous return value of llGetLinkname() to "" for nonexistent
prims. Corrects an issue where the root prim of a linked set, upon
delink, retains the part number 1.
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which need to be persisted to the db
* This should stop the problem where linked prims loaded via an archive did not survive server restart
* It may address mantis 1819 though the symptoms don't look consistent
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The LL Server sets the CreateSelected flag for a prim when sending a
property update when objects are linked. The following patch
gets OpenSim to do the same.
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Fixes a couple of places where null reference exceptions were
being caught and ignored rather than null checks being performed.
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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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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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not break trunk.
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SceneObjectPart.SendFullUpdate()
* This means that we will no longer pointlessly repersist all the prims in the scene when OpenSim first starts up
* This also means that force-update on the console will not trigger repersistence.
* Also, in other places persistence is no longer done where it wasn't actually necessary
* I think I changed the code for all instances correctly, but it's not possible that I missed some and some things which did persist properly have stopped
* Please patch or mantis if this is the case
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repersisted on to callers of SceneObjectGroup.SendGroupTeruseUpdate()
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fares better.
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empty list.
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* This is stage 1, the field will be removed from AssetType and the assets table if this change doesn't prove problematic
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client session
* change code to use an explicit state variable instead of using SOG.Name = null to signal deletion
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initial client update to Scene.AddSceneObject() from some of the SceneObjectGroup constructors
* I think this has been done cleanly from inspection and testing, but if prim creation or load suddenly starts playing up more than usual, please open a mantis
* This also has the effect of stopping the archiver generating ghost in-world prims
* Some code dupliction also removed
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hard-coded port numbers.
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scene, rather than on creation of the group
* Adding to a scene is now parameterized such that one can choose not to actually persist that group
* This is to support a use case where a module wants a scene which consists of both objects which are persisted, and ones which are just temporary for the lifetime of that server instance
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* In English, that means that Copy Selection works now, including Copy Centers and Copy Rotates.
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UpdateEntityMovement() to try to preclude the
occaisional System.NullReferenceException in scene.
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reference not set to an instance of object' exception
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protected functions that only return object counts to public so it can be easily used by outside classes.
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commits
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* May help with mantis 1434 though I doubt it
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protected internal on the basis that they shouldn't be manipulated by outsiders
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