| Commit message (Collapse) | Author | Age | Files | Lines |
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* SceneObjectPartInventory.cs isn't a particularly good name but it's probably not got a long life
* A proper inventory interface to follow
* Parallel changes for other inventory partial classes to follow at a later date
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libOMV.
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release a direct descendant of the stable 7364, with all the features and
none of the issues.
This omits the following patch chain: r7383 r7382 r7381 r7377 r7375 r7373
r7372 r7370 r7369 r7368 r7367 r7366
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group
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* Update libopenjpeg as well for this patch.
* Appears to be okay on a very short sniff test
* Source code will be placed in opensim-libs shortly
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inventory drop. Also adds a new flags, "propagate_permissions" to
OpenSim.ini to control that feature.
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kindly by sean) --- lesson learned: just running a "make test" is not
sufficient, you need to precede it by a "make clean".
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This patch makes llAllowInventoryDrop work with the permissions module
enabled. Changes include:
- Enabled PropagatePermissions when permissions module serverside perms
is on
- change ownership of item when item is dropped into an object.
Ownership changes to the owner of the object the item is dropped into
- propagation of permissions if the permissions module enabled (eg
next-owner mask applied)
- CHANGED_ALLOWED_DROP is now passed to the change script event if an
item was allowed to be dropped into the object only because
llAllowInventoryDrop is enabled (instead of CHANGED_INVENTORY being
passed).
- Sets object flags correctly when llAllowInventoryDrop is called so
clients are notified immediately of the change in state. Am not
sure that calling aggregateScriptEvents is the right way to do it,
but it works and seems to be the only way without making further
changes to update LocalFlags
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groundwork.
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No user functionality yet
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object inventory
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ordinary region modules and are able to coexist in one instance.
See http://opensimulator.org/wiki/ScriptEngines for details. There were
changes to OpenSim.ini.example, please note DefaultScriptEngine.
Also see the User docs and FAQ on the Wiki. Default is DotNetEngine.
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* This is a HUGE OMG update and will definitely have unknown side effects.. so this is really only for the strong hearted at this point. Regular people should let the dust settle.
* This has been tested to work with most basic functions. However.. make sure you back up 'everything' before using this. It's that big!
* Essentially we're back at square 1 in the testing phase.. so lets identify things that broke.
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cleanup: warnings, readability
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All item sale modes are now complete.
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are stored in the db.
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Patch #4 of the region settings series. Partial functionality of the new
storage system. More patches to follow.
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this before (doh)
* Not quite perfect yet
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count is actually a prim local id dispenser
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*any avatar* to deposit scripts in them, regardless of permissions
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addresses "recompiles clear perms:
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functionality addition
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AddInventoryItem methods to reduce code duplication
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prim's inventory
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* This should resolve creating content, taking it, and being able to rez it again.
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not break trunk.
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SceneObjectPart.SendFullUpdate()
* This means that we will no longer pointlessly repersist all the prims in the scene when OpenSim first starts up
* This also means that force-update on the console will not trigger repersistence.
* Also, in other places persistence is no longer done where it wasn't actually necessary
* I think I changed the code for all instances correctly, but it's not possible that I missed some and some things which did persist properly have stopped
* Please patch or mantis if this is the case
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plumbs in the events for on_rez.
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Createa a method to find out if a prim inventory contains scripts
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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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* Concurrency issues are resolved because each object makes a memory-only copy of itself and backs up the copy.
* Because of the way this is done, the latest at the time of the backup gets backed up (no functionality change)
* You can move *thousands of objects at a time* and the sim doesn't freeze and wait for the backup to complete.
* This can be enhanced more by dedicating the thread as opposed to starting it when the backup process starts.
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types and null.
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inventories. Also enables 'New Script' button. from Melanie. Thanks Melanie!
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prim inventories. From Melanie! Thanks Melanie.
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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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