| Commit message (Collapse) | Author | Age | Files | Lines |
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* This is one of those times (should fix build)
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* In the future this should be a config option... and, hopefully this tides the builders over for a little while.
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to do a change-region first. Careful though. I still suggest you do a change-region first.
* Patch from Melanie to implement touch_end.
* Thanks XenReborn!. Thanks Melanie!
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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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avatar. Those dastardly objects stick to you.
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* Causes the internal handling of attachments to put the prim group conceptually at the position of the avatar instead of 0,0,0
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* Your friends can see your attachments now. People who appear in the sim after you've attached something can also see your attachments.
* You can position & rotate your attachments now. Positions do *not* save.
* You can detach attachments now the regular way.
* Attachments do not cross into other regions with you..(this isn't too far off)
* Updated ODE to not request terse updates on child prim.
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* Made the scene's scriptDanger method more generic so both the llScriptDanger method and the Script engine method use the same private method.
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(this took a while to run).
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* A much more significant fix is required to clean up the cache when a user moves out of a region, but really better handling of delayed inventory cache updates needs to be
written first, and possibly better affinity to cut down agent inventory requests when the move is between two regions hosted on the same server.
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Linked objects won't scale together properly, only the root object scales.
This happens with scaling both up and down or inputting numbers in the edit dialog.
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* This fixes chi11ken's/OpenViewer's libsl cap issue.
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* Implements 'Teleport Home'
* User Server has to be updated for it to save your home in grid mode
* home position accuracy is in int because the grid comms ExpectUser method tries to convert to Uint and crashes if it gets a float. Added a convert to decimal in ExpectUser but to avoid a breaking change with old revisions, kept the save value in int for now. Eventually it needs to be a float, but lets release another incremental version before doing that.
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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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This patch makes the "Show in Search" checkbox on the viewer work. Additionally, I also discovered that show-in-search objects use the JointWheel flag, so this patch currently uses that flag. LibSL needs to add a flag to enum LLObject.ObjectFlags, "IncludeSearch = 32768" so we aren't using a legacy flag.
Additionally this patch also contains a small fix to BaseHTTPServer that lets the response content-type to be something other than text/html. For some reason this didn't get submitted with the DataSnapshot merge.
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fixed path
* This allows caps requests to be routed to regions where the agent is currently a root agent instead of the region that they logged into as it did previously.
* This fixes a wide variety of bugs related to 'can't do X once i've crossed a border'.
* The first seed cap request fails, the second one works. (this generates an error message on the console)
* Experimental.
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* Renamed ITerrainTemp to IMapImageGenerator
* Renamed WriteJpegImage to WriteJpeg2000Image to better reflect it's function.
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rather than simply returning 0 items.
* This is very early support which would only be triggered in a rather unlikely case (if the user server correctly received an inventory skeleton, but later on failed to return the whole inventory in a timely manner. Also, this only applies to the 1.19.1.4 client onwards
* Code cleanup and support for other failure cases (failure of inventory caching on region crossing, failure to actually add a folder/item, etc, should follow.
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* Added license info to a few files it was missing from.
* Fleshed out the landbuy interfaces
* If you add '-helperuri http://127.0.0.1:9000/' to your list of parameters you tell the client to use when you start it up you can transfer ownership of parcels now in standalone. Structured gridmode requires a lot more work, see the documentation in the example money module. The example money module is not secure especially in standalone mode.
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you when your friends come online if they're at least a child agent on the sim. offline status works the same also. So does Instant Message.
* This is until Grid Comms matures a bit more on this.
* This should also work in Standalone as it uses the IUserData interface.
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map tile generation.
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produces a graphic that is a bit Dazzle-ish. A Dazzle-ish map tile is better then a grey map tile IMHO.
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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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deletes a newly rezzed object before the persistence thread gets to it from its queue.
* This should greatly reduce but not eliminate the problem - elimination probably requires a redesign of the prim persistence processes
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the grid server to see if you set it's landing point to a specified landing point. If you did, and the landing point isn't LLVector3.Zero, it puts you at the configured landing point.
* Currently the grid server sticks you at 128x128x128.. so that means it'll use whatever parcel is at that location to get this information. This allows greater customization of where people log-into and teleport-to if done right.
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* This patch removes voice code into a region module. This required the implementation of events and other code to allow region modules to register their own caps handlers, and should allow different voice module implementations.
* CAVEAT: This does not provide complete voice support, it merely provides the hooks so that it can be plugged in.
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critical section
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* (and Ansgar/Ansi)
* Fleshes out the voice stubs to better interact with the viewer CAPS requests - no actual voice support yet!
* In his own words
"the attached patch enhances the existing voice support by returning a proper voice account user and password and is preparing the config file so that we can specify a SIP server (not yet working). currently the SIP is hardcoded. the next step is to refactor voice support into a region module. working on that. "
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* Renamed plugin console message, to send a message to a plugin, use either "plugin <message>", or any unrecognised message will be sent ("plugin" sends explicitly) This replaces the old "script <message>".
* Terrain commands - "terrain <command>" now works again. "Script terrain <command>" does not. Many of the commands have now been reimplemented, eg load-tile. However some have new syntax.
* New console command handler, you can now use things like "terrain help" or "terrain save help". See TerrainModule.cs for an example of how to use the new "Commander" class.
* Commander class - advanced processing of console input and also enables a script API to be generated from registered console commands.
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* This update breaks inter-region communications, sorry.
* You will need to run prebuild.
Next, the good;
* This update solves the unexpected binary element when Linux simulators inform windows simulators and vice versa. So Linux Simulators and Windows simulators are 100% compatible again.
* This update introduces an Integer in the prim crossing method to tell the receiving simulator which XML method to use to load the prim that crossed the border. If the receiving prim doesn't support the method, the prim crossing fails and no prims are lost.
That being said, it's best to update all your simulators to this revision at once.
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sort it out when he gets time.
Most likely doesn't really work in grid mode as the generated textures are marked as temporary and I don't think they are updated to the asset server. We have to either live with these textures being sent to the asset server, and manually clean them out from time to time or wait until there is some asset management system in place.
Also currently the texture is only generated at region startup, it is not updated after terraforming.
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* Leaving quite a few debug messages in for now to help deal with bugs arising
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MySQLDatabaseMapper could be removed from Region.Environment.
Added a using OpenSim.Framework.Data statement to MySQLDatabaseMapper , to try to fix the build problem that has been reported on the mailing list.
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crossing, teleport or logout)
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0.25f; This allows proper positioning of prim based on the face you click. ( Yes, you can click the bottom face of a prim that's above you, and the new prim appears directly below it. )
( Remove ray caster Verbosity )
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0.25f; This allows proper positioning of prim based on the face you click. ( Yes, you can click the bottom face of a prim that's above you, and the new prim appears directly below it. )
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* Not yet removing listeners when a client leaves a region without logging out
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I don't think this is now relevant...
* Remove some now extraneous CAPS related messages
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* It's not perfect, but it's good enough. (rarely erroneously returns a backface collision)
* After updating to this revision, rez a prim on another prim and watch it appear where you'd expect it to appear.
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