| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
| |
|
|
|
|
|
|
|
| |
lookup any time we get it from the server. This should
preventent unwearable appearance.
|
|
|
|
|
|
|
|
|
|
| |
* Insert the very rough beginning stubs for a save/load OpenSim archive facility that will load/save prim assets (textures & inventory) as well as the prim details themselves
(our existing xml facilities).
* This won't be ready for even rough testing for quite some time.
* I'm doing this directly in the region server for now since this will be quicker to get something working (hence giving me the Serotonin boost that I need). However, there are
very good arguments for later also including it (or moving it entirely) to the separate export executable which Sean stubbed out some time ago.
|
| |
|
| |
|
|
|
|
|
|
|
|
| |
information from Scene to OpenSimMain
* This also means the operating system info will show up in the region console (and hence the logs)
|
|
|
|
|
|
|
|
| |
parameter to Scene rather than referencing VersionInfo directly
* Butt ugly solution
|
|
|
|
|
|
|
|
|
| |
"About Second Life" box
* This is the same string as printed out on the opensim region console at startup, so it should now include the svn revision number (if available)
* This dialog box takes an awful long time to come up on my local system - no idea why that is. However, that also seems to have been the case before this revision.
|
| |
|
|
|
|
| |
processes running.
|
|
|
|
|
|
|
|
| |
* 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.
|
|
|
|
|
|
|
|
|
|
| |
Fix RequestUpdateInventoryItem so that asset changes
generate a new asset, which is needed for editing
appearance to do the right thing. Persistant appearance
seems to work after this, except you need to rebake textures
some times.
|
|
|
|
|
|
|
| |
get saved to the database. There are still issues on wearing things
after a cleared cache that I'm looking at now.
|
|
|
|
|
|
|
| |
a collision mesh for it.
* Sculpties load on startup reliably now and successfully generate a collision mesh as soon as the sculpt texture is available.
|
|
|
|
|
|
| |
the name of the contained class.
|
|
|
|
|
|
|
|
|
|
| |
House cleaning ...
Rather than using the variable name EntityList, the variable name
EntitieList was being used. Here's a patch to fix it.
|
|
|
|
|
| |
Fix spelling typo (Thanks ChrisDown for pointing this out)
|
| |
|
|
|
|
|
|
| |
ref in inventory give and also now causes items to appear
in the correct folders now, no longer in the root folder.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
You sure can. This change set restores pants (and the rest of the
default appearance) in grid mode. The
root issue had to do with serializing multi-faced textures to the
grid server. This also restores the lookup path through the avatar
factory module, as that seems the reasonable place to have it live.
Some clean up patches are coming later as well, plus testing on
standalone, but this should be in a good kicking around state for
grid users.
|
| |
|
| |
|
|
|
|
| |
types and null.
|
| |
|
|
|
|
| |
client(param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param); methods!
|
|
|
|
| |
half tiny amount implemented.
|
|
|
|
|
|
|
|
| |
baffles me)
it does make setting appearance in grid stick.
|
|
|
|
| |
Melanie. Thanks Melanie!
|
| |
|
| |
|
|
|
|
| |
inventories. Also enables 'New Script' button. from Melanie. Thanks Melanie!
|
|
|
|
|
|
| |
prevent his crashes
|
|
|
|
| |
prim inventories. From Melanie! Thanks Melanie.
|
|
|
|
|
|
| |
* This revision also includes a very temporary fix for the fact that NREs are received because of a missing avatar apperance in grid mode
|
| |
|
| |
|
|
|
|
|
|
|
| |
the MSSQL and MYSQL mappers back in under datastores and looking at doing
gid bits for this
|
|
|
|
|
| |
* Fixes perms on take-copy assuming you have a specific flag set.. which is still in discussion.
|
| |
|
|
|
|
|
|
|
|
| |
propagation and script module hooks. Thanks Melanie!
* Implements quite a few inventory related perms.
* (from Teravus) Fixes Take Copy
|
| |
|
|
|
|
|
|
| |
move the appearance sending bits to ScenePresence
|
|
|
|
|
|
| |
a more data friendly object
|
|
|
|
|
|
|
| |
Thanks Melanie!
* Adds hooks in the permission module for CanReadScript, CanEditScript, CanCopyInventory, CanDeleteInventory, CanEditNotecard, CanViewNotecard, CanViewScript.. and a few more. The functionality in the default module returns true.
|
|
|
|
| |
permissions modules. From Melanie. Thanks Melanie!
|
|
|
|
|
|
|
| |
of some of the parameters we pass to it's constructor now like, 'm_allowPhysicalPrim', 'seeIntoOtherRegions', etc.. so on
* The main purpose of this is to provide configuration options for ODE and other physics plug-ins that are advanced enough to be able to be configured.
|
| |
|
|
|
|
| |
direct call to Scene
|
|
|
|
|
|
|
| |
Scale both sides checked.
* This probably makes build tools work again. yay.
|