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