| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
|
|
|
| |
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
|
| |
|
| |
|
|
|
|
| |
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
|