| Commit message (Collapse) | Author | Files | Lines |
|
directly to the world
|
|
|
|
|
|
fixing a really dumb bug.
|
|
*Removed hardcoded permissions checks
*Added permissions checks where needed
|
|
inaccurate count of neighbors.
* The neighbor count is always lower then the actual number of neighbors unless your region was up the longest.
* The region you're in is un-affected by this, though, you'll get less packet loss, maybe not get logged off immediately when you log in, and possibly see more prim if your internet connection is semi-unreliable.
|
|
now we are correctly using the timezone offset. If you set day_length to 24.0
you'll get a sun progression that roughly follows your real world day on your
server.
|
|
3pm any more.
|
|
|
|
startup will now terminate instead of carrying on (and thus burying the error message)
|
|
This is a diagnostic patch in support of Mantis bug 1186.
It affects only SubModule and will not affect normal usage.
|
|
(bug #1239).
|
|
|
|
|
|
|
|
shouts, 'This is my sim, get out!'
|
|
From Melanie... Thanks Melanie!
.
|
|
a rootpart that isn't found. Added a way to tell if it's an attachment.
|
|
them out.
* Fix for Scene.Inventory.cs - It assumes every entity at startup is a SceneObjectGroup. (Actually, this shouldn't have compiled[!] without a warning.)
* Fix for LandManager at startup - it assumes there's a land channel when perhaps there isnt. (Bug that needs another refactor to fix. [Mike - I've assigned a ticket to you about this])
|
|
Properties.
|
|
* Added back a sleep to the kick routine so users get a 'you have been logged off message' when they get kicked from the simulator for various reasons (like 'the simulator is going down')
|
|
* The split image packet sender doesn't like to be refactored (images don't load after it's been refactored), so left that as is for the moment.
|
|
|
|
|
|
*Moved OnSignificantClientMovement to where it is supposed to be - SceneEvents and not ScenePresence
|
|
ironically, was disabled, though it wasn't making much difference).
* These messages keep getting confused with other problems - just going to have to try to remember to add these to stats or something so at least they don't completely disappear
|
|
|
|
* The first time you set the sculpted texture of a prim you might have to futz with it to get it to generate a sculpted physics proxy
* Note that there are already issues in Trunk, (such as the prim scaling issue and prim jumping issue. Essentially editing is difficult right now)
* This just adds to the experimental nature of trunk. :D
|
|
* Minor tweak to Permissions/PermissionsModule.cs
|
|
it to the prim shape.
* Added some stuff around sculpted prim meshes.. but it's just there so the project compiles now.
|
|
permission module to follow this.
*This makes permission checking much more modular; allows restrictive and granting module to be made without modifying the existing permission module
|
|
perms are in line with project goals.
|
|
|
|
Patch to schedule terse update on deselect, specifically so llTargetOmega
sets rotational velocity on deselect.
This should complete our llTargetOmega support and fix:
http://opensimulator.org/mantis/view.php?id=1178
|
|
* Eventually this codebase will be clean. >_>
|
|
* Fixes Sculpty handling
* Fixes Light handling
* Fixes Flexi handling
* Fixes Sculpty + Flexi handling
* Fixes handling of Flexi type
* Fixes Changing prim type after changing to sculpty corrupting prim.
* Ugly code.
|
|
seen in one of the crashes of mantis 1163
* It's not impossible that this could lead to deadlock where sessions simply appear to freeze, even though the region console still responds.
* If this is the case, please file a mantis
|
|
|
|
sitting on an object.
|
|
PROGRAMMERS. NAUGHTY.
* Thanks to Andrew (DeepThink) for working on this one.
|
|
llTakeControls works now along with the 'release controls button'. llReleaseControls() works mostly :D.
|
|
set vel, acc, and rvel in the packet (though this isn't done yet).
|
|
Theoretically.
* I've still got to test, it's still theoretical code :D. Good thing it isn't enabled by default!
|
|
|
|
|
|
multiple functions that register with the class and return the result (usually true/false) based on those results. This is useful for module wanting to put their opinion in decisions such as 'can the user rez this object?'
|
|
The attached patch moves the sun module incrementally nearer where it
needs to be. Default behavior, i.e. no overriding configuration is to
match Second Life's diurnal/nocturnal rhythm.
All designated values are now sent to the client.There remain a couple
of unanswered questions about how this SHOULD be implemented though.
|
|
|
|
instead of hardcoding to zero when the primitive is non physical.
llTargetOmega should work now.
|
|
the scene...more to standards
*LandChannel no longer requires libsecondlife.Packets (it should have never needed it in the first place)
|