| Commit message (Collapse) | Author | Age | Files | Lines |
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* Ignored some gens
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is already in the local asset map before adding it.
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functions have not been changed.
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From: Arthur Rodrigo S Valadares <arthursv@linux.vnet.ibm.com>
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Adding Oarfileloaded and EmptyScriptCompileQueue event support which
allows (with a module) for programmatic notification of when a region
objects and scripts are up and running after a server start or
load-oar.
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the texture assets from the scene and decode the j2k layer data to cache. The work is split between the number of threads you specify. A good number of threads value is the number of cores on your machine minus 1.
* Increases the number of ImageDataPackets we send per PriorityQueue pop and tweak it so that the number of packets is ( (2 * decode level) + 1 ) * 2, and (((2 * (5-decode level)) + 1) * 2). The first one sends more data for low quality textures, the second one sends more data for high quality textures.
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archive
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standalone region teleport test
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twice, and provide some more information
* No functional change
* It strikes me that there may be caps problems if double registration is presented if cleanup failed for a previous agent (so a caps handler will remain in memory for that
agent but with a different seed). This needs investigation
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From: Arthur Rodrigo S Valadares <arthursv@linux.vnet.ibm.com>
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From: Arthur Rodrigo S Valadares <arthursv@linux.vnet.ibm.com>
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m_sceneGraph. This will allow it to be exposed to modules without resorting to referring to m_sceneGraph
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* No functional changes in this revision
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again if a duplicate use circuit code packet comes in
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Fixes Mantis #3006
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teleport is being directed rather than just its position
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* Updates LibOMV to r2362
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getting the object moving.
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non-phantom from phantom.
Fixes Mantis #1883
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useless, but sometimes problematic (mantis #2999). Initial tests indicate that this call is not necessary. Let's see if this stands in the wild.
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teleport unit test with checks that the scene presence disappeared from sceneA and appeared in
sceneB
* However, I'm not convinced that the actual process in the test completely reflects reality, and a lot of stuff had to be rigged up (which should get resolved over time)
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locking periods changed.
* Added an additional lock in GetScenePresences()
* Changed ForEachClient to use GetScenePresences() instead of the main ScenePresences dictionary, so that there is no need to lock.
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* Does not yet check results.
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Mantis #2908. Thanks Teravus for the suggestions :)
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notifications that won't actually lead to a client connection (because they are from a neighbouring teleport
target that needs to trigger a child seeds adjustment on a child agent that has been kept around)
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'new user notifications' that have existing scene presences
* The position will be reset if the connection turns out to be a root one, and since the client is already authenticated another authentication will not occur anyway
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Multiple spaces or leading/trailing spaces when specifying the prims
to connect should no longer cause problems.
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locks of SceneGraph ScenePresences introduced in 7982, this was making TPs not close the agent in the departing region due to locking. That locking problem seemed to occur only in Linux/mono -- I suspect a mono bug here.
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* Added a path for all sessionids to be logged off when a region secret is provided. (helps log-off dead agents).
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* If this was crucial to someone then it should be reinsertable as a module
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The attached patch adds the automatic granting of PERMISSION_CONTROL_CAMERA
on request to a script when an avatar is sitting on the object that the script
resides in.
It also automatically removes PERMISSION_TAKE_CONTROLS and PERMISSION_CONTROL_CAMERA
from the scripts when an avatar stands up. It doesn't remove the other automatically
granted permissions but this follows LL server behavior. Removing these two
permissions avoids some potential race conditions (accidentally taking
control after the avatar has stood up) which may be why LL put
them in the first place.
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Fix propagation of folded permissions from object inventory to agent
inventory.
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Fixed all NHibernate unit tests by implementing missing persistency
methods, tables, columns and fixing bugs in the existing implementation.
Two minor changes to classes outside NHibernate module: Added Scene
instantiation for SceneObjectGroup in OpenSim.Data.Tests.BasicRegionTest
as this was required by the NHibernate persistency. In the process added
also mock constructor to Scene which only populates RegionInfo in the scene
which is used by ScenePart.RegionUUID. NHibernate module is still in
experimental state and has not been tested at opensim region or ugaim runtime
configuration. Adding unit tests to build is not yet advisable nor using
NHibernate module in any production setup.
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- Mantis #2655
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from last commit
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