| Commit message (Collapse) | Author | Age | Files | Lines |
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Changes behavior to send on_rez event to prims when rezzed from agent
inventory.
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* Updates to libomv r2243,
* Remove lots of unnecessary typecasts
* Improves SendWindData()
Thanks jhurliman.
* Will update OpenSim-libs in 10 minutes..
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system
* This means that saving notecards in prim inventories should now work.
* Not the nicest code in the world - the transactions system is pretty fugly right now
* PLEASE NOTE: Currently, the prim will not repersist until up to 15 seconds after it is unselected.
* What we really need is a proper mechanism so that any prim updates still waiting when the simulator is quit are performed before exit.
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Scene. Make the script engines check that the engine name in the
//Engine:language comment is a valid engine and treat it as a normal
comment if it's not.
//DotNetEngine: needs to be written as //ScriptEngine.DotNetEngine: now, since
that is it's real internal name. //XEngine: still works
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and makes it use a common set of types in both engine. Fixes the issues with
running both engines and HTTP requests / listens / timers etc..
Also fixes a couple of minor Scene issues and a CTB by nullref.
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it was meant to. No functional changes, just better code
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to have different permissions on inventory and object
edits. This may be needed by the viewer on public grids
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for inventory REST calls for the time being, as firefox, curl, and
also python's urllib2 cannot authenticate using digest auth.
fix permission checking for prim inventory to be the same as for
normal edit ops.
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ordinary region modules and are able to coexist in one instance.
See http://opensimulator.org/wiki/ScriptEngines for details. There were
changes to OpenSim.ini.example, please note DefaultScriptEngine.
Also see the User docs and FAQ on the Wiki. Default is DotNetEngine.
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appear to break script saves in prims for some.
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notecard go read-only, but changes are saved.
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startup (script startup doesn't count here)
* There was a small window where region logins were allowed before modules were loaded - avatars logins that hit this window could have caused bad things to happen.
* A similar change will follow for grid mode sometime soon
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Thank you, nlin, for a patch that prevents physical prims from being
created twice when rezzed from a script.
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XEngine fixes: prevent queue overruns, prevent spamming when no key
is down. Release controls when conflicting permissions are requested
or permissions are refused later. Release when prim or script are deleted.
Fixes Scene script instance deletion semantics.
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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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to the inventory item, causing the item to wind up without a name.
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when copying within agent inventory
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now ply their trade. Is that nuts?
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It is now possible to use module interfaces without referencing Scene.
Place those interfaces in OpenSim/Region/Interfaces. They may not
use any refs from OpenSim.Region.Environment as parameters.
This resolves a circular library ref introduced in r5949
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the first part of gesture persistence.
----------------------------------------------------------
Attachments no longer vanish on walking crossing. Teleport is still
problematic, but will now be blocked with message "Inconsistent
attachment state" rather than losing the attachment. Detach to be
able to TP in that case.
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Remove old comment in SnapshotStore pointed out by ChrisDown (bug #2000)
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Attachments now persist across logouts. Mostly untested.
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Attachments now save to MySQL. No reattach on login yet.
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to Scene.INventory.cs
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hierarchical rights structure. MasterAvatar: Owner of the region server
(may be null), net gods (users with GodLevel 200), Estate owner
(from database). Look at Opensim.ini.example to enable net gods.
Estate owner will default to master avatar.
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to other issues, detaching an attachment would cause an exception.
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when a queued deletion from scene to inventory fails because the root part of the group has been zapped
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make actual function clearer
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* No user functionality yet (and not for quite some time)
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are stored in the db.
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* This should allow multiple copies of an archive to be loaded into different regions on the same region server
* This shouldn't affect existing operations.
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Addresses an unused field in the asset server but never get filled up.
It also makes working the recent items tab in inventory :))))
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*any avatar* to deposit scripts in them, regardless of permissions
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complaining in the log rather than terminating the session
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Patch propagates the permissionToTake flag into the timer handler,
so that "take copy" and delete permissions are honored.
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AddInventoryItem methods to reduce code duplication
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prim's inventory
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thread can be expanded to support all sends to inventory from inworld easily enough). Thread is temporary and only exists while items are being returned.
* This should remove the "lag" caused by deleting many objects.
* Patch brought to you by Joshua Nightshade's bitching at me to fix it.
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Although I think a bit of abstraction needs to be done to make it easy to override the deleting off the inventory item when rezzing a object.
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not break trunk.
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causes deprecated LSL functions to throw the deprecated
exception rather than not-implemented.
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Adds the beginnints of llRemoteLoadScriptPin() and
llSetRemoteScriptAccessPin().
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Implements the beginning of llInventoryDrop. Doesn't cover
the actual dropping yet, just the permissions for it.
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