| Commit message (Collapse) | Author | Age | Files | Lines |
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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* Remove unused/superseded methods from GridInventoryService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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* DelinkFromGroup was removing the parts from the delinked group, which later upset the update thread when it tried to do a queued update for that object
* Temporary fix is to stop deleting the parts, though it would be good later to stop sending out the now spurious updates
* This fix actually reveals another bug, where rapid linking and delinking will cause the non root prims to disappear (though they're actually still there if you relog). This is the next bug to tackle.
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* Trying to store items other than textures, sounds and scripts in a prim's inventory should no longer cause an exception.
* Temporary solution is to ignore storage requests for these assets - actually implementing this requires changes to TaskInventoryItem, at least
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with SceneObjectGroup.LocalId (and hence reduce confusion).
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* ODE: Added support for larger box stacks. (they're slow, but they work)
* ODEPlugin no longer tries to 'catch up' with the simulator frame rate if it gets behind. Catching up was causing a lot of problems with larger box stacks and other things that stall the simulator (like saving prim in the datastore)
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