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debug tab on the estate tools. This along with the disable physics via the debug tab are persistant across reboots. That means that if it's disabled when you shut down the simulator, the simulator will come up again when you start it up without loading the scripts. Turning them back on is as simple as unchecking 'disable scripts' in the debug tab of the estate tools.
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* Added Script Performance to report the number of functions run per second to Sim Stats.
* Removed a few warnings (@.@ up to 50 now)
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Changed LogBase to ConsoleBase, which handles console I/O.
This is mostly an in-place conversion, so lots of refactoring can still be done.
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inventory persistence
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* This means that you can take an object from a region and rez it somewhere else, with its inventory intact.
* As for earlier, at this stage only scripts can be placed in inventory
* This isn't an efficient implementation, a better one will probably need to come along soonish
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* Properly clean up items when a region object is deleted
* Update persisted prim when an inventory script is changed
* No user functionality yet
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* It is now possible to edit and save scripts directly from prim inventories
* On saving, the script will be restarted in the region
* Doesn't appear that it's yet possible to drag inventory contents back to agent inventory. Not quite sure why this is yet - the perms all look very permissive.
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is changed/updated/deleted (before the trigger only happened if the prim was moved).
This is still development code - experimental prim inventory persistence cannot yet be enabled by users.
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prims on region start.
No user functionality exposed yet - no ini switch to enable persistence or restore. A bit more initial work to do.
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As was true for the previous update, this might require nant users to re-run prebuild.[sh|bat]
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