| Commit message (Collapse) | Author | Files | Lines |
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Remove the flag if you delete all of the scripts in the object.
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client logout
* This code may or may not be on the right track, but I want to save my work so far.
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Fixes locking issues with Animations in ScenePresence (bug #324)
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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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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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terrain updates to be sent to clients.
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* Fixed a few bugs
* Wrote an example module to make certain event systems more mature.
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mode (with accounts_authenticate set to true), it also only currently has a mysql database connector. (sqlite one will follow soon). It also uses the tribalmedia database system, so this needs checking to see if the old problems with mono have been fixed.
To use, see the appearance section in opensim.ini.example, set "persist = true", then add the correct connection string for your database.(see mysql-AvatarAppearance.sql in share folder for a example of the table mysql table structure).
This could possible be used in a very small grid, but would mean each region server would need to connect to the same mysql database.
But the work to move the code to one of the grid servers shouldn't be too much.
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folder. You'll have to build it separately to take advantage of it. *read the Readme file*. The bots created by this application roam around amusingly to simulate load.
* Be smart, Don't use this on a public grid, lest you get banned permanently.
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The ScriptDialogReply packet handler is a bit of a hack job. It is currently handled similar to ChatFromViewer, which will trigger the listen() event, however this is not exactly how LL's implementation works and will/can be fixed up later.
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* Added a method for Tedd to hook to in scene to disable the Scripting engine that currently says, [TOTEDD] Here is the method to trigger disabling of the scripting engine.
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of Wright Plaza flow!
* Fixed another bug in LibSL. This is the same version, as before just with a bug fix.
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break anything, but the llSetTextureAnim function is completely untested.. (though it may be functional once the script engine works again)
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have a libsl update... it's really a fix to the libsl version we're already using because of a bug in the particlesystem implementation
* Added two new simstat counters in the simstat enum for the RCCS. (I'll find something cool to put in them)
* fixed a time waster in ODEPlugin.cs
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gently at first to test the waters or you'll lose prim to the pit at the edge of the sim. Make sure the object is physical before trying to toss it or it'll just move to the new location.
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experimental update.
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is prone to modification when logging on. These can be safely ignored because the data gets old fast and new ones get generated somewhat quickly.
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SignificantClientMovement.
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instead of the 'avatar wobble' This also uses a hack to detect debian and change the force applied by the AMotor to a different value for Debian. The intent of this all is to get the avatar to stand up in Debian with the AMotor.
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* If you have Debian running, you should get a platform line that says, 'Found Debian!' when starting up your sim.
* If someone running Debian will confirm this does occur, that would be most helpful.
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* There's 3 platform lines now. Would someone running debian and/or Fedora core please try this revision out and send me the three [PLATFORM] lines?
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Anyone on Debian want to run this revision and send me back the two platform lines? It would be helpful.
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* Unfortunately, they show us as non modify, though they will run
* We're probably hitting unimplement permissions stuff
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perms weirdness, let's all work together to find the real cause.
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** If the region fails 3 times, then ChildAgentDataUpdates no longer get sent to that region
* Enabled Child_Get_Tasks in grid mode.
* When Child_Get_Tasks is enabled on neighbor regions, the neighbor region uses the client's draw distance to send out prim. This is a lot less likely to flood the client now since the ChildAgentDataUpdate contains both the throttle settings and the draw distance. This means that with this enabled, you can see prim in other regions in grid mode. Very experimental.
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better.
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at will.
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non-script items to prim inventory
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Mantis 319.
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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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* Added a Logout message with a name on the console
* Added a *fixme* message to figure out why the current agent session is null
* After updating you may notice that there's a login <user> and also a logout<user>
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I blame all bugs on the age of my brain cells.
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remote region should now fail gracefully if remote simulator is down.
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notice and would be tagged as 'too far away' when it was right next door.
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