| Commit message (Collapse) | Author | Age | Files | Lines |
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true. Instant messages, inventory transfers use this.. and it was always returning false.
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* Right now, this only saves and reloads textures that have been applied to the entire prim (not ones which have been applied to individual faces).
* This is work in progress - it is currently experimental, hacky, inefficient, completely unsupported and liable to change rapidly at short notice :)
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* No user functionality yet
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When you copy an item in inventory and paste it, the name gets lost.
Also when you use "Save as" in the Appearance Editing window the
created item in inventory has always the name "New <item-type>",
regardless of what you typed in as name.
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* User tries to log-in but is already logged in. Userserver will send message to simulator user was in to log the user out there.
* From the UserServer, admin types 'logoff-user firstname lastname message'.
* Some regions may not get the message because they're not updated yet.
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fix in the location you set. (however the checkbox doesn't get re-populated properly yet, so it'll uncheck again even though the message got through to the server)
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across reboots though.
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* This now has equivalent functionality to load-xml2 - no asset data is restored yet
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reference instead.
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* No reload functionality implemented yet
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noticed that Scene.Close() will only call Close on non-shared region
modules. i've now added code to SceneManager.Close() to collect all
shared region module from each scene before calling Scene.Close()
on it and then, once, all Scenes are closed, go through the list of
collected shared region modules and close them as well. SceneManager.Close()
is only called when we initiate a shutdown --- i've verified that a
Scene restart does not trigger the shutdown of shared modules :-)
also, this adds a couple of bug fixes to the IRCBridgeModule (which
after all didn't take kindly to being closed) as well as a check to
InterregionModule's Close() call.
finally, this fixes the RestPlugin's XmlWriter so that it no longer
includes the "xsd=..." and "xsi=..." junk.
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* Added a Non-finite avatar position reset. This will either handle the <0,0,0> avatar gracefully, or send the avatar to 127,127,127 if that also doesn't work. ( I've only been able to reproduce this error once on my development workstation )
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math in the sun module. This populates the sun phase slider on the terrain tab in the estate tools according to the current sun phase. Display purposes only for now. Need to go the other way for setting the sun phase based on the linden hour in the estate tools.
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was sending updates to both root and child agents, you'll still get sun jitter until this revision is adopted by every region nearby.
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* Looks up UUIDNames for script time and colliders in a separate thread.
* Hopefully this'll allow you to look at top scripts on a region that has a lot of scripts without crashing your client thread.
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Createa a method to find out if a prim inventory contains scripts
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* Added 'detected around: value' when a x.Y detect occurs to help debug.
* Fixed object text is too long to store to the database (wikilith)
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that adds function stub to request region info by name and
adds llRequestSimulatorData() and the dataserver event
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you're a child agent before applying the changes from the grid comms. Doing this to rule it out as a source of a few bugs such as the Zombie bug and the Express Train to 0,0,0 bug.
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* Linden uses a neutral height channel of 128.0 on their multiplier. OpenSim was using a neutral of 127.0 - this has been changed to 128.0, this may cause files exported to the .RAW format to look slightly different when loaded back in - it is highly recommended to use the R32 format instead which avoids these sorts of issues.
* Made a tweak to the Terrain Plugin loading process.
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runscript into 3 different situations (Rez, start stop)
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tar loading code
* Currently as a test, this will successfully load only the first file of an opensim archive and do absolutely nothing with it
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* Fix nre where the asset couldn't be found
* Not ready yet
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llLoopSound sends out one packet to clients in view, so it doesn't work anymore
when clients enter later on, or the prim is modified in any way.
Solution: Stored sound data on prim, send full update instead.
llStartSound and llLoopSound now accept both LLUUIDs to a sound as well as object
inventory sound names. llStopSound clears prim data and sends full update.
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small patch to encode and send the outbound_body parameter
in an http request. this enables post messages to send a body
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When renaming items in task inventory, they become useless. Fix attached
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If a script updates an object to the same position or rotation offset,
the object triggers an update and storage of the object. This become
more prevalent in sensor and timer events which may be firing frequently.
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This patch proposes a new function : osOpenRemoteDataChannel(key channeID)
that allow to open an XMLRPC channel for remote_data event. The difference
is that the channelID can be customized instead of being randomly generated.
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check. It seems there may be a race. For me, this patch,
just as it is here, fixes it.
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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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