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* If user is in the same sim with you, they'll get an inventory update, if not.... oh well, they'll have to clear their cache potentially before they'll see it.
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Nothing huge, but the new button code for producing
a new script does well, but the script will not allow
for name change once created. It reverts back to new script.
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Previously, upload charging was possible only for UPD uploads.
This is because UDP uploads are charged by the viewer, while in CAPS,
this was changed to be server side, so hackers couldn't avoid
paying the upload charge. This patch adds a method to allow
implementation of this serverside charge.
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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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ref in inventory give and also now causes items to appear
in the correct folders now, no longer in the root folder.
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inventories. Also enables 'New Script' button. from Melanie. Thanks Melanie!
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* Fixes perms on take-copy assuming you have a specific flag set.. which is still in discussion.
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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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*Removed hardcoded permissions checks
*Added permissions checks where needed
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a rootpart that isn't found. Added a way to tell if it's an attachment.
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them out.
* Fix for Scene.Inventory.cs - It assumes every entity at startup is a SceneObjectGroup. (Actually, this shouldn't have compiled[!] without a warning.)
* Fix for LandManager at startup - it assumes there's a land channel when perhaps there isnt. (Bug that needs another refactor to fix. [Mike - I've assigned a ticket to you about this])
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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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multiple functions that register with the class and return the result (usually true/false) based on those results. This is useful for module wanting to put their opinion in decisions such as 'can the user rez this object?'
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attracts zombies.. a recipe for llRezObject
* Original patch by YZh Thanks YZH!!!!
* object_rez event patch by Melanie, Thanks Melanie!!!
* Some fixups, some missing things(velocity,rotation)
* script delay
* Recoil
* Standard error messages
* Standard silent failures
* Easter egg management
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won't be useful until we let the client cache (again?)
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prefixes
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CachedUserInfo
* Remove unused/superseded methods from GridInventoryService
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* Put warning in remove folder method about non implementation (not that this is used anyway - may be legacy)
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* Remove old framework asset transactions files which were region modularized
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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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Thanks A_Biondi and Melanie!
* This builds but might not work. JustinCC will examine.. it may work out of the box.
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child prim in an attachment and get the proper pie menu. You get the attachment axis scope in the edit box.
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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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I need them to be for attachments.
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inventory
* Now, if you own an item in a prim, you should be able to successfully drag it back into your inventory
* Temporarily, users which are not owners of the item cannot copy it, even if 'everyone can copy' is set
* This is pending fixes/implementation of upstream permission implementation
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Please adjust your editors to not use hard tabs.
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tglion!
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(this took a while to run).
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* To make a landmark, you currently have to enable admin options in the advanced menu first. We're working on this.. however use the admin options solution in the mean time.
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* Several people have asked for a way to limit uploads, so I've decided to show people how to do this in the BetaGridLikeMoneyModule.
* Configure it in OpenSim.ini using the [Economy] header. See the bottom of the OpenSim.ini.example for more information.
* This also fleshes out the Economy API a bit more.
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where the AssetType enum was 'Primitive' rather than 'Object'
* The libsecondlife patch was also applied to libsecondlife itself in r1714
* Many, many thanks to Dr Schofield (IBM) for his help on this :)
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* wrap attributes in properties
* clean up names a little bit
* clean up name styles
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* wrap fields as Properties
* rename some fields/properties to more sensible names
* set style to PropName to match more standard C# approach
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inventory will now retain those details when rezzed to a scene
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