| Commit message (Collapse) | Author | Age | Files | Lines |
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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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InnerScene
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match existing AddScenePresence
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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.
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Drag copy a prim and the prim that is moved, persists.
The prim that is created does not survive a restart.
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deleting and unlinking an object
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* Push some delete functionality into InnerScene to match what's already there for adding objects
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instead, on the basis that this is less likely to cause confusion with c#'s base object type
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basis that they all take SOG parameters to improve code readability for now
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* 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.
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House cleaning ...
Rather than using the variable name EntityList, the variable name
EntitieList was being used. Here's a patch to fix it.
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half tiny amount implemented.
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propagation and script module hooks. Thanks Melanie!
* Implements quite a few inventory related perms.
* (from Teravus) Fixes Take Copy
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Scale both sides checked.
* This probably makes build tools work again. yay.
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directly to the world
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*Removed hardcoded permissions checks
*Added permissions checks where needed
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* 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')
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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
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perms are in line with project goals.
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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
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PROGRAMMERS. NAUGHTY.
* Thanks to Andrew (DeepThink) for working on this one.
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* Converted a large number of read-only fields to be actually, readonly.
* Reformatted code sections.
* Removed redundant code.
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conflict monster later. Not done yet, doesn't crash the server.
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you rez it on. Including multi prim groups and prim that have different X/Y/Z scales.
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* In the future this should be a config option... and, hopefully this tides the builders over for a little while.
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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!
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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.
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