| Commit message (Collapse) | Author | Age | Files | Lines |
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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* Remove unused/superseded methods from GridInventoryService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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item giving
* Now you can drag an object from your inventory and give it to another avatar
* !!! Use at your own risk !!! Many things are unimplemented as of yet, including permissions (the person receiving your item can probably do absolutely everything with it)
* Also, items for the receiving end up in their root folder rather than the objects folder
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* Scripts in prims within linksets can now be properly edited using the 'edit linked parts' linden ui option
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* Take copy now actually takes a copy into inventory rather than the original
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vector components of the scale have a difference of less then 4.5 meters.
* When a new prim is created and raytracing is called for, raytrace from the camera position to the ground in the direction of the Norm(RayEnd - RayStart).
* If we got a hit based on our camera, create the new prim at the edge of the prim we hit.
* Don't raytrace if the difference between any component of the vector exceeds 4.5meters.
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