| Commit message (Collapse) | Author | Age | Files | Lines |
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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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and Melanie for helping to finish it.
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Fixes:
- Wearable icon and name sreset to default on copy/paste
- Cache is not updated when renaming/moving folders
- Partial refactor to make inventory less dependen on AssetBase having a "Name" field
- Add llGiveInventoryList() function
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Add permissions magling to llGiveInventoryItem,
correct some corner case functionality
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to add the beginnings of llGiveInventory().
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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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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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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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plumbs in the events for on_rez.
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When you copy an item in inventory and paste it, the name gets lost.
Also when you use "Save as" in the Appearance Editing window the
created item in inventory has always the name "New <item-type>",
regardless of what you typed in as name.
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runscript into 3 different situations (Rez, start stop)
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When renaming items in task inventory, they become useless. Fix attached
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temporarily), since it appears we sometimes either don't receive or don't register deselect packets when
prims are shift copied.
* A better long term solution may be to address the problem of why we're not always seeing the deselects
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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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* Fixes returning objects when the object owner hasn't been in the simulator since the simulator started up last.
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There's some oddness with the parcel counts, but if you can get past the oddness, you can return objects under an owner that you have permission to return.
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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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