| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
|
| |
animation, target omega, looped sound, script access pin, allowed
drop state and sale data. Loads it, too. Not all tested.
Code: No Nuts. Data: Cannot Guarantee Nut Free.
|
|
|
|
|
|
|
| |
and the for sale setting doesn't survive a sim restart, but this is most
of the plumbing.
|
| |
|
| |
|
| |
|
|
|
|
|
| |
* There's still a full object update coming when you release the attachment after modifying it that's killing it sometimes.
|
|
|
|
|
| |
Improves the implementation of the particle system.
|
|
|
|
|
|
| |
More sitting fixes: Inconsistent sitting position on
rezzed prims that have no sit target set.
|
|
|
|
|
| |
Implements llForceMouselook().
|
| |
|
| |
|
|
|
|
|
|
|
|
|
| |
which need to be persisted to the db
* This should stop the problem where linked prims loaded via an archive did not survive server restart
* It may address mantis 1819 though the symptoms don't look consistent
|
|
|
|
| |
units may not match the Linden implementation.
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
| |
resending, timeouts, packet discarding. Add notification event for
packet discarding. Add priority scheduling for packet queues.
Add outgoing duplicate detection facility. Correct packet sequencing.
Make provisions for automatic server side throttle adjustments (comes
in next installment)
|
|
|
|
|
|
|
|
| |
track a packet and if it hasn't been acked within a set time, trigger a IClientAPI event, that the application/scene can handle. Currently only terrain packet tracking is finished, Tracking for initial Prim packets (first full update for a prim) is being worked on. Future improvements would be to make it a more generic packet tracker with callback delegates instead of events.
Add a test event handler (which would fire after a minute if a terrain packet hadn't been acked) to scene to handle the OnUnackedTerrain event, which currently just resends the terrain patch.
The idea of this packet tracking is for the region level application to be able to know if the client stack gave up on sending a packet.
|
|
|
|
|
|
|
|
|
| |
* refactored some member names for readability and ccc (code convention conformance)
* took away two refs from Rest.Inventory since
* System.IO is part of System
* System.Xml.Serialization is part of System.Xml
|
|
|
|
|
|
|
|
|
|
|
| |
Implements additional unlink modes (unlink root prim from link set, some
multi-set operations). Linking (single and mutiple) fully implemented.
Consistent numbering of links while in world. Link/delink with predictable
link numbering. Correct link numbers in LSL.
Not all multi-set ops implemented. Link numbers still change when taken and
re-rezzed.
|
|
|
|
|
|
| |
short term storage (needed to rebuild SOGs)
|
|
|
|
|
|
|
| |
Got RegionStore mapping to the point that nhibernate would start, though
definitely not complete
|
|
|
|
|
|
| |
so that we don't get them on every object construction.
|
|
|
|
|
|
| |
Updated some nhibernate parts, started in on migration.
|
| |
|
| |
|
|
|
|
| |
count is actually a prim local id dispenser
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
| |
up the sit target usage until the sit target fix patch goes in, but it should
be cleaned.
Get prims table mappings to the point where nhibernate likes them enough
to start.
Remove field from asset mapping so it will start
|
| |
|
| |
|
|
|
|
|
| |
* This should resolve creating content, taking it, and being able to rez it again.
|
|
|
|
|
|
| |
will do more next week.
|
| |
|
| |
|
|
|
|
|
|
| |
properties, private methods, public methods, etc.
|
|
|
|
|
|
|
|
|
|
|
|
| |
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
|
| |
|
| |
|
|
|
|
|
|
| |
Adds the beginnints of llRemoteLoadScriptPin() and
llSetRemoteScriptAccessPin().
|
|
|
|
|
|
| |
Implements the beginning of llInventoryDrop. Doesn't cover
the actual dropping yet, just the permissions for it.
|
|
|
|
| |
SceneXmlLoader.CreatePrimFromXml2()
|
| |
|
|
|
|
|
| |
* In English, that means that Copy Selection works now, including Copy Centers and Copy Rotates.
|
|
|
|
|
|
|
| |
situations and have it work.
* script Collision reporting works now in DotNetEngine
|
| |
|
|
|
|
|
| |
* Unfortunately, there's some kludges with the Async manager and the llDetected functions that I have yet to decipher... so llDetected functions don't work with collision events at the moment....
|
| |
|
|
|
|
|
|
| |
* Added 'detected around: value' when a x.Y detect occurs to help debug.
* Fixed object text is too long to store to the database (wikilith)
|
|
|
|
|
|
|
|
|
| |
llLoopSound sends out one packet to clients in view, so it doesn't work anymore
when clients enter later on, or the prim is modified in any way.
Solution: Stored sound data on prim, send full update instead.
llStartSound and llLoopSound now accept both LLUUIDs to a sound as well as object
inventory sound names. llStopSound clears prim data and sends full update.
|