| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
|
|
|
| |
perms weirdness, let's all work together to find the real cause.
|
|
|
|
|
|
|
| |
** If the region fails 3 times, then ChildAgentDataUpdates no longer get sent to that region
* Enabled Child_Get_Tasks in grid mode.
* When Child_Get_Tasks is enabled on neighbor regions, the neighbor region uses the client's draw distance to send out prim. This is a lot less likely to flood the client now since the ChildAgentDataUpdate contains both the throttle settings and the draw distance. This means that with this enabled, you can see prim in other regions in grid mode. Very experimental.
|
|
|
|
| |
better.
|
| |
|
|
|
|
| |
at will.
|
|
|
|
| |
non-script items to prim inventory
|
|
|
|
| |
Mantis 319.
|
|
|
|
|
|
|
| |
* On restart the latest save will be restored rather than the very first dragged in scripts
* Also add previously missed out database commits to separate prim inventory commit path (sigh)
|
| |
|
|
|
|
| |
inventory persistence
|
|
|
|
|
|
|
| |
* Added a Logout message with a name on the console
* Added a *fixme* message to figure out why the current agent session is null
* After updating you may notice that there's a login <user> and also a logout<user>
|
|
|
|
|
| |
I blame all bugs on the age of my brain cells.
|
|
|
|
| |
remote region should now fail gracefully if remote simulator is down.
|
|
|
|
| |
notice and would be tagged as 'too far away' when it was right next door.
|
|
|
|
| |
innocent*
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
| |
exception happens inside global exception handler
Added InnerException to output
|
|
|
|
|
| |
No, I don't need to. I'm good, my code never fails!
|
| |
|
|
|
|
| |
can get rid of that annoying startup crash...
|
| |
|
| |
|
|
|
|
| |
hence always retuning false on GenericObjectPermission.
|
|
|
|
|
|
|
|
| |
* Set the avatar's radius to 0.37m, I think this gives the *best* balance between spaces the avatar can fit, and the ability to climb steps
* Fixed a few things
* Tweaked some more
* Played with gravity (-9.8m/s)
|
|
|
|
| |
before this'll do anything. Be careful with this function as it's easy to loose prim.
|
|
|
|
|
| |
* added SetOwnerId that... sets.. OwnerId... on all parts.
|
|
|
|
|
|
|
| |
* An example changed event syntax is at: http://opensimulator.org/wiki/Changed_Event_Example
* You can use this to trigger actions in your script if someone sits on your object_rez
* You can use this to figure out all of the CHANGED_ constants except for CHANGED_REGION, CHANGED_TELEPORT, and CHANGED_ALLOW_DROP
|
|
|
|
|
|
|
| |
move the prim and then stand up!
* Enter llSetPos elevators and conveyors n' stuff.!
|
|
|
|
|
|
|
|
|
| |
region again without breakage
* This includes their inventories
* Also, this revision properly synchronizes prim inventory crud.
|
|
|
|
|
|
|
|
| |
* Fixed a bunch of goofy math for calculating the sim stats counters
* Made most of the sim stats counters additive so it's easy to change the sim stats interval
* Changed the sim stats send interval to 3 seconds
|
|
|
|
|
|
|
|
| |
* This means that you can take an object from a region and rez it somewhere else, with its inventory intact.
* As for earlier, at this stage only scripts can be placed in inventory
* This isn't an efficient implementation, a better one will probably need to come along soonish
|
|
|
|
| |
(libsl PermissionMask)
|
|
|
|
|
|
|
|
| |
network accounting required it... with it being the lowest updated stat.
* Time dilation is off now.. because it's the additive of the 0.91 * 10 (adds a second) / 5( the number of seconds since the last update) which results in 0.41td as common
* Slowing down the network accounting update will probably fix the red issue.
|
|
|
|
|
|
|
| |
accurate.
* We're only missing, the script related sim stats counters and the Images time counter and the Pending Uploads counter. The rest of them are actually implemented now.
|
|
|
|
|
|
|
| |
SimStatsReporter
* This doesn't take into account the throttler, it just assumes the throttle limit isn't reached.
|
|
|
|
|
|
|
| |
over and over again instead of creating 1 a second.
* Added frame Milliseconds, Physics Milliseconds and Other Milliseconds to the Sim Stats Reporter so we can start to figure out what the slowdowns are. (these were the most convenient to get and had just about no overhead.
|
| |
|
| |
|
|
|
|
|
|
|
|
| |
* Linkset status is now persistent
* Tweaked a physics child prim positioning hack to generate less database saves
* Re-factored physics object creation calls into ApplyPhysics. To create a new physics representation of an object or linkset, it's only necessary to call *group*.ApplyPhysics(bool m_physicalPrim). *lbsa has been waiting for this refactoring*
* We have collidable linksets now. (they don't become phantom anymore)
|
|
|
|
|
|
|
| |
* Cleaned up copyright notices in AssemblyInfo.cs's
* Added Copyright headers to a bunch of files missing them
* Replaced several common string instances with a static constant to prevent reallocation of the same strings thousands of times. "" -> String.Empty is the first such candidate.
|