| Commit message (Collapse) | Author | Files | Lines |
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not even gzipping yet!
* Using hacked up code to create the correct tar archive headers - this stuff should really go away again before too long
* No user functionality yet
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* This is to allow other region modules to install Terrain Effects.
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GetSerializationData() and CreateFromData() methods
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* No user functionality yet
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adding support for enabled = true|false for IRCBridgeModule
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replaced by EventManager events.
also, i've added instructions to README.txt about running
runprebuild.sh and on how to report bugs.
plus some minor fixes (dropping m_log statement left over
from debugging llOwnerSay, nicer catch of exception in
IRCBridgeModule
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which dramatically speeds up exports.
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that creates the event handler chain ready to hook by script engines
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llOwnerSay()
via the newly created Scene.SimBroadcast() call.
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a clean interface for Sim broadcasts. Added SimBroadcast support to
ChatModule.
Removing all code from IRCBridgeModule dealing with agent/client directly.
Cleaning up ChatModule.
Polishing IRC messages, adding support for "/me" (both directions).
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requesting
* No user functionality yet
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prims
* no user functionality yet
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protected internal on the basis that they shouldn't be manipulated by outsiders
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InnerScene
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match existing AddScenePresence
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however you can use it to help find out what scripts are causing your simulator to cry.
* Access it from the Estate tools/Debug tab.
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If the m_controllingClient member if a ScenePresence is
null, that would cause a CTB. This patch fixes it.
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Drag copy a prim and the prim that is moved, persists.
The prim that is created does not survive a restart.
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XMLRPCModule.cs: RemoteDataReply() and XMLRpcResponse()
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temporarily), since it appears we sometimes either don't receive or don't register deselect packets when
prims are shift copied.
* A better long term solution may be to address the problem of why we're not always seeing the deselects
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deleting and unlinking an object
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* Push some delete functionality into InnerScene to match what's already there for adding objects
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instead, on the basis that this is less likely to cause confusion with c#'s base object type
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basis that they all take SOG parameters to improve code readability for now
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* Fixes returning objects when the object owner hasn't been in the simulator since the simulator started up last.
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* Not yet reusing serialization module - this will happen in the future
* No user functionality yet
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There's some oddness with the parcel counts, but if you can get past the oddness, you can return objects under an owner that you have permission to return.
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* If user is in the same sim with you, they'll get an inventory update, if not.... oh well, they'll have to clear their cache potentially before they'll see it.
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finding out which region a new avatar was logging in to; the same problem
occurred when the client/avatar logged out. the reason was mani-fold:
- Scene.AddNewClient(...) would call SubscribeToClientEvents(client)
which would subscribe to all client events and then call
TriggerOnNewClient(...) BEFORE the ScenePresence object had even been
created and added. i've moved the TriggerOnNewClient() call to the
end of Scene.AddNewClient()
- Scene.AddNewClient(...) is called with child == true; a later call
to ScenePresence.MakeRootAgent() will turn child to false. When
OnNewClient is triggered, child is still true, causing IRCBridgeModule's
FindClientRegion to ignore the ScenePresence of the new avatar.
i've changed IRCBridgeModule to still use OnNewClient and also OnLogout
and OnConnectionClosed but only to signal that the avatar has logged on
(logged off respectively). to track whether an avatar has actually entered
a region i've added EventManager.OnMakeRootAgent (complementing
OnMakeChildAgent).
also, i've cleaned up the internal IRCModule code a bit. currently it
still uses IClientAPI.SendChatMessage() which replicates the code in
ChatModule, that needs to be changed to use TriggerOnChatFromWorld().
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ChatModule is now only doing in-world chat. IRCBridgeModule is only doing, well,
bridging chat to/from IRC. Both modules are now using a new OnChatFromWorld event
handler (which Scene.PacketHandler is feeding for chat from in-world instead of
going via the Interface method). This refactoring will allow us to easily add
other bridge modules (e.g., an XMPP bridge module).
there is still a bug in IRCBridgeModule (inherited from the old ChatModule)
where FindClientRegion does not really find the client region...
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Nothing huge, but the new button code for producing
a new script does well, but the script will not allow
for name change once created. It reverts back to new script.
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Previously, upload charging was possible only for UPD uploads.
This is because UDP uploads are charged by the viewer, while in CAPS,
this was changed to be server side, so hackers couldn't avoid
paying the upload charge. This patch adds a method to allow
implementation of this serverside charge.
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lookup any time we get it from the server. This should
preventent unwearable appearance.
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* Insert the very rough beginning stubs for a save/load OpenSim archive facility that will load/save prim assets (textures & inventory) as well as the prim details themselves
(our existing xml facilities).
* This won't be ready for even rough testing for quite some time.
* I'm doing this directly in the region server for now since this will be quicker to get something working (hence giving me the Serotonin boost that I need). However, there are
very good arguments for later also including it (or moving it entirely) to the separate export executable which Sean stubbed out some time ago.
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