| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
| |
Patch 7 of the region patches. Finish off the region parts of the estate dialog. Full user functionality. Terrain textures, heights, water, avatar counts, prim bonus, debug settings and region toggles can now be set from the dialog on a per-region basis. Estate stuff defaults to sane values where there are no defaults, to estate_settings.xml otherwise. Sun still b0rked :(
|
|
|
|
|
|
|
| |
Patch #4 of the region settings series. Partial functionality of the new
storage system. More patches to follow.
|
|
|
|
|
|
| |
Addresses an unused field in the asset server but never get filled up.
It also makes working the recent items tab in inventory :))))
|
| |
|
|
|
|
|
|
|
|
| |
this before (doh)
* Not quite perfect yet
|
|
|
|
|
|
|
|
| |
they already exist in the scene
* (ability to give objects new uuids will come later)
|
| |
|
| |
|
|
|
|
| |
count is actually a prim local id dispenser
|
| |
|
| |
|
|
|
|
|
|
| |
Addresses the Gap when sitting on single prims with
a sit target (discrepancy with SL)
|
|
|
|
|
|
| |
* might help to diagnose mantis 1712
|
|
|
|
|
|
|
|
| |
causes a mono 1.2.4 compile to fail
and MW says it will soon be replaced anyway.
|
|
|
|
|
|
|
|
|
|
|
| |
This patch limits the maximum size of prims that can be created using libsl bots
or modified clients to 65536mper side. It also limits LSL functions to that size.
If a prim is already physical, the enforced constraint is 10m.
A prim that is larger than 10m cannot be turned physical, either via script or UI.
Linksets are handled correctly, so scaling of physical linksets is constrained by
the size of it's largest component prim. Also, turning linksets physical is based
on the size of it's largest ptim.
|
|
|
|
| |
*any avatar* to deposit scripts in them, regardless of permissions
|
|
|
|
|
|
|
|
| |
added void osSetParcelMediaTime(double time) command to script engines.
which sets the position of the media that is playing. Time is in seconds.
Doesn't do any security checking (should be checking that the object/script is owned by the parcel owner). So could be abused, if it is then we should remove it, or add the security.
Only tested in dotnet scripting engine, but should work in XEngine too.
|
|
|
|
| |
complaining in the log rather than terminating the session
|
|
|
|
|
| |
addresses "recompiles clear perms:
|
| |
|
|
|
|
| |
functionality addition
|
|
|
|
|
|
| |
Patch propagates the permissionToTake flag into the timer handler,
so that "take copy" and delete permissions are honored.
|
| |
|
|
|
|
| |
AddInventoryItem methods to reduce code duplication
|
| |
|
|
|
|
| |
prim's inventory
|
|
|
|
|
|
|
|
| |
thread can be expanded to support all sends to inventory from inworld easily enough). Thread is temporary and only exists while items are being returned.
* This should remove the "lag" caused by deleting many objects.
* Patch brought to you by Joshua Nightshade's bitching at me to fix it.
|
| |
|
|
|
|
|
|
| |
sometimes, incorrect sit rotation is sent to other clients
|
|
|
|
|
|
|
|
|
|
| |
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
|
| |
|
| |
|
|
|
|
| |
to save a single primitive or small group of them. This command will save all prims in the current scene that name matches the "PrimName" parameter. The saved file is in standard xml2 format, so can be loaded using load-xml2
|
|
|
|
|
|
|
|
| |
The 1st "GetAvatarAppearance" *always* fails and returns default
avatarappearance. Avatarappearance seems to be working well because
the 2nd "GetAvatarAppearance" gets the right appearance.
|
|
|
|
|
|
| |
Reads estate_settings.xml and populates the database from it.
If there is no record, just passes the defaults to the application.
|
|
|
|
|
|
| |
Make each region load it's settings from the database on startup.
No user functionality yet.
|
|
|
|
|
| |
Although I think a bit of abstraction needs to be done to make it easy to override the deleting off the inventory item when rezzing a object.
|
| |
|
|
|
|
|
| |
* This should resolve creating content, taking it, and being able to rez it again.
|
|
|
|
|
|
|
| |
and moved them into a IAvatarService
Although "out of the box", there is no actual functional change to behavior
|
|
|
|
|
| |
not break trunk.
|
|
|
|
|
|
| |
TODO next is to make the login server read/write a users inventory from the correct server (the inventory url set in a userprofile)
On the region side, although not tested with multiple servers it should work if that inventory url was set, and the inventory servers urls have been added to the CommunicationsManager, using CommunicationsManager.AddInventoryService(string hostUrl)
|
|
|
|
|
|
| |
will do more next week.
|
| |
|
| |
|
|
|
|
|
|
| |
properties, private methods, public methods, etc.
|
|
|
|
|
|
| |
causes deprecated LSL functions to throw the deprecated
exception rather than not-implemented.
|
|
|
|
|
|
|
|
|
|
|
|
| |
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
|
| |
|
| |
|