| Commit message (Collapse) | Author | Age | Files | Lines |
... | |
|
|
|
|
|
|
|
|
|
|
|
| |
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
|
| |
|
| |
|
|
|
|
| |
repersisted on to callers of SceneObjectGroup.SendGroupTeruseUpdate()
|
| |
|
| |
|
|
|
|
|
|
| |
Adds the beginnints of llRemoteLoadScriptPin() and
llSetRemoteScriptAccessPin().
|
|
|
|
|
|
| |
Implements the beginning of llInventoryDrop. Doesn't cover
the actual dropping yet, just the permissions for it.
|
|
|
|
|
| |
and Melanie for helping to finish it.
|
| |
|
|
|
|
|
|
| |
Adds handlers for the reclaim land functionality,
plus all needed permissions checks.
|
|
|
|
|
|
|
|
|
| |
Fixes:
- Wearable icon and name sreset to default on copy/paste
- Cache is not updated when renaming/moving folders
- Partial refactor to make inventory less dependen on AssetBase having a "Name" field
- Add llGiveInventoryList() function
|
| |
|
| |
|
|
|
|
|
|
|
|
| |
useful for places that the terrain map is needed in a serialised form. Also could add console commands to save and load from files, which should be faster than .raw files (these load/save commands are not included/implemented)
Add util functions to compress and uncompress strings.
Fixed a couple of modules so they use SceneCommunicationService rather than directly call functions on the CommsManager.
|
|
|
|
|
|
| |
fares better.
|
| |
|
|
|
|
| |
empty list.
|
| |
|
|
|
|
|
|
|
| |
Add permissions magling to llGiveInventoryItem,
correct some corner case functionality
|
|
|
|
|
| |
to add the beginnings of llGiveInventory().
|
|
|
|
|
|
| |
* This is stage 1, the field will be removed from AssetType and the assets table if this change doesn't prove problematic
|
|
|
|
|
|
|
|
| |
single large file
* this is being done for reasons of compositionality
|
|
|
|
|
|
|
|
| |
their pairings and with the others
* This does make some of the names less ideal than others - this should change in the future
|
| |
|
|
|
|
|
|
|
|
| |
client session
* change code to use an explicit state variable instead of using SOG.Name = null to signal deletion
|
| |
|
|
|
|
|
|
|
|
| |
World->Region/Estate. Then on the Estate tab, at the lower right hand corner, clicking the 'Add' button and picking an avatar.
* It only persists across reboots for the mySQL datastore currently.
* Currently have stubs in the other datastores.
|
|
|
|
| |
throws any exception, we will carry on with the default appearance rather than terminating the client login
|
|
|
|
| |
Skipping these because we have no good representation, they just appear as blocks that obscure the rest of the map items.
|
| |
|
|
|
|
|
|
|
|
|
|
| |
initial client update to Scene.AddSceneObject() from some of the SceneObjectGroup constructors
* I think this has been done cleanly from inspection and testing, but if prim creation or load suddenly starts playing up more than usual, please open a mantis
* This also has the effect of stopping the archiver generating ghost in-world prims
* Some code dupliction also removed
|
|
|
|
| |
SceneXmlLoader.CreatePrimFromXml2()
|
|
|
|
| |
SceneObjectGroup
|
|
|
|
|
|
|
|
|
|
| |
levels
* This currently has various bugs which are more to do with the way its been hacked together than the feature itself (e.g. on save-oar, ghost prims will appear of the saved
contained items). These will be found and eliminated in subsequent patches.
* Not yet ready for use
|
| |
|
| |
|
|
|
|
| |
error on volume portion of maptile drawing routine.
|
|
|
|
|
|
|
|
|
| |
same instance.
* Only generates a new maptile after a refresh interval
* Maptile names have the UnixTimeSinceEpoch that they were generated and the regionUUID they're from, so you can know which ones are no longer necessary.
* Updates RegionInfo, so backup your /bin/Region/*.xml files.
|
|
|
|
| |
hard-coded port numbers.
|
|
|
|
|
| |
* Implemented a hack so regions beyond the 10,000m range will show the map without having to click on the map before they'll start to show. The hack shows regions around the one you're in, but it won't show the one you're in.. you still need to click on the map to get that (not sure why yet). Additionally, the map still only shows pictures for regions that are hosted on the same instance (no change).
|
| |
|
|
|
|
|
|
|
|
|
| |
scene, rather than on creation of the group
* Adding to a scene is now parameterized such that one can choose not to actually persist that group
* This is to support a use case where a module wants a scene which consists of both objects which are persisted, and ones which are just temporary for the lifetime of that server instance
|
| |
|
| |
|
|
|
|
|
|
|
|
|
| |
representing the prim now on the mainmap.
* It isn't perfect since the blocks are square, however it's pretty good.
* Performance is also pretty good, however, if it takes too long for you, you can disable it in the OpenSim.ini
* You can see how long it takes in milliseconds on the console when it finishes.
|
|
|
|
|
|
|
|
| |
-2147483648 is not valid for red, I've added the following message;
[MAPIMAGE]: Your terrain is corrupted in region {0}, it might take a few minutes to generate the map image depending on the corruption level
And, I've also kept it from crashing...
|
| |
|
|
|
|
|
|
|
|
| |
failing because they are giving an illegal initial position to ScenePresence.MakeRootAgent()
* If we detected an illegal position (x, y outside region bounds or z < 0), then print out the illegal position and substitute an emergency <128, 128, 128> instead
|
| |
|