| Commit message (Collapse) | Author | Age | Files | Lines |
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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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* Converted a large number of read-only fields to be actually, readonly.
* Reformatted code sections.
* Removed redundant code.
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Melanie!
RE: 0001079: r4387. touch() event does not fire when touch script is in root prim and child prims are touched
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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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properties panel for a prim's contents working
* Temporarily hacked things to bring our protocol data flow to be pretty much completely identical to the Linden's for this - to absolutely no avail.
* Leaving commented code in as a springboard for some future attempt
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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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* All objects are not touchable by default now
* When a script listens for one of the touch events in the state, an object becomes touchable.
* All LSL scripts report which events they consume now
** This uses semi-complicated Regex to discover the events, stick them in a dictionary, and then write a method call into each script state's state_entry() event.
** Tedd may figure out a better way to do this in the future. For now, this works for LSL.
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items (with inventory) on Windows
* Now properly dealing with prims which don't contain items - thanks to thomas for the patch which gave insight into this situation
* Also, an xml exception no longer crahes the client session
* Leaving in debugging lines in case there are further problems
* Not yet tested on Linux, though I'm just about to.
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things and rezzing them works again. (though, I suggest waiting on taking things until justincc has an opportunity to look at the TaskInventory property causing the XML Serialization to overrun.) It's MinOccurs is 0 in the XML Schema, so it should work fine when he adds it back.
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Patch to remove commented NotImpemented calls from within implemented script functions
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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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* Shift copied prims should now keep the script in both prims over region startups
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is deleted from the region
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Here's a diff of the changes I have made in support of the following LSL
script functions.
llSetScriptState
llGetScriptState
llCSV2List
llListRandomize
llList2ListStrided
llListFindList
llResetOtherScript
llGetScriptName
It was necessary to modify ExecutorBase in support of the ScriptState
implementations.
I also modified SceneObjectPart and SceneObjectPart.Inventory to
corrects a quoting mismatch in the commentary that through off live
parsing of the files.
I also simplified the State definition at the start of BuiltinCommands.
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with SceneObjectGroup.LocalId (and hence reduce confusion).
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* This fixes some of the 'runaway downloads' problem but not all of it
* Also fix up logging messages so texture requests are reported as such rather than as assets
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* turned script asset fetching asynchronous
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Remove the flag if you delete all of the scripts in the object.
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when a script was requested by UUID
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drop scripts in prim and they'll still run with scripts disabled.
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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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* On restart the latest save will be restored rather than the very first dragged in scripts
* Also add previously missed out database commits to separate prim inventory commit path (sigh)
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inventory persistence
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