| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
|
|
|
| |
repersisted on to callers of SceneObjectGroup.SendGroupTeruseUpdate()
|
| |
|
| |
|
|
|
|
|
|
| |
Adds the beginnints of llRemoteLoadScriptPin() and
llSetRemoteScriptAccessPin().
|
|
|
|
|
|
| |
Implements the beginning of llInventoryDrop. Doesn't cover
the actual dropping yet, just the permissions for it.
|
|
|
|
|
| |
and Melanie for helping to finish it.
|
| |
|
|
|
|
|
|
|
| |
* Choice of extensions is a scratch set, may not yet be correct
* This facility is not useable yet - not least because I've just come across a significant save bug I need to investigate
|
|
|
|
|
|
| |
Adds handlers for the reclaim land functionality,
plus all needed permissions checks.
|
|
|
|
|
|
|
|
|
| |
Fixes:
- Wearable icon and name sreset to default on copy/paste
- Cache is not updated when renaming/moving folders
- Partial refactor to make inventory less dependen on AssetBase having a "Name" field
- Add llGiveInventoryList() function
|
| |
|
|
|
|
| |
OnRequestMapBlocks event (and handler), as when a client sends a map block request it also sends what layer it wants it for 0,1,2. It will always send two requests, one of them being for layer 2 (the overlay layer) and the other one either 0 or 1 depending on the tab that is selected in the client worldmap window. We should also be sending what layer the reply is for in IClientAPI.SendMapBlock (current always set to 0). That will come in next part (most likely at the weekend).
|
| |
|
|
|
|
|
|
|
|
| |
useful for places that the terrain map is needed in a serialised form. Also could add console commands to save and load from files, which should be faster than .raw files (these load/save commands are not included/implemented)
Add util functions to compress and uncompress strings.
Fixed a couple of modules so they use SceneCommunicationService rather than directly call functions on the CommsManager.
|
|
|
|
|
|
| |
fares better.
|
| |
|
|
|
|
| |
empty list.
|
| |
|
|
|
|
|
|
|
| |
Add permissions magling to llGiveInventoryItem,
correct some corner case functionality
|
|
|
|
|
| |
to add the beginnings of llGiveInventory().
|
|
|
|
|
|
|
| |
addresses: Rotation of terrains varies between all the formats,
Raw and R32 seem to be the same, while PNG, JPG, BMP all seem
to be rotated 180 degrees different.
|
|
|
|
|
|
| |
* This is stage 1, the field will be removed from AssetType and the assets table if this change doesn't prove problematic
|
|
|
|
|
|
|
|
| |
single large file
* this is being done for reasons of compositionality
|
|
|
|
|
|
|
|
| |
their pairings and with the others
* This does make some of the names less ideal than others - this should change in the future
|
|
|
|
|
|
|
|
|
| |
* WARNING: Until both regions upgrade to this revision, prim crossings from regions on this revision to earlier region revisions will not work properly
* e.g. in the attachments cases, the attachments will remain visible but won't be individually detachable
* This change may seem to have more costs than benefits, but I'm doing it because I can soon reuse this changed existing code in another context - it seems better not to
proliferate similar but slightly different xml serializations.
|
| |
|
|
|
|
|
|
|
|
| |
client session
* change code to use an explicit state variable instead of using SOG.Name = null to signal deletion
|
| |
|
| |
|
|
|
|
|
|
|
|
| |
World->Region/Estate. Then on the Estate tab, at the lower right hand corner, clicking the 'Add' button and picking an avatar.
* It only persists across reboots for the mySQL datastore currently.
* Currently have stubs in the other datastores.
|
|
|
|
|
|
| |
Implements terrain bake from Region/Estate dialog and
respects estate settings during terraforming
|
|
|
|
| |
throws any exception, we will carry on with the default appearance rather than terminating the client login
|
| |
|
|
|
|
| |
Skipping these because we have no good representation, they just appear as blocks that obscure the rest of the map items.
|
|
|
|
|
|
|
|
| |
never display
on the client.
|
| |
|
|
|
|
|
|
| |
32bit images and changed them to 24bit images.
|
|
|
|
|
|
|
|
| |
san serif fonts are a bit easier on the eyes on textures.
Add a new "FontName" attribute that can be used to override
the font type.
|
|
|
|
|
|
|
| |
now preserve the bulk of the texture attributes, and force on full
bright. Not tested yet, but shouldn't bother most people.
|
|
|
|
|
|
|
|
|
|
| |
initial client update to Scene.AddSceneObject() from some of the SceneObjectGroup constructors
* I think this has been done cleanly from inspection and testing, but if prim creation or load suddenly starts playing up more than usual, please open a mantis
* This also has the effect of stopping the archiver generating ghost in-world prims
* Some code dupliction also removed
|
|
|
|
| |
SceneXmlLoader.CreatePrimFromXml2()
|
| |
|
|
|
|
|
| |
* I'm not sure if this method works on Linux.. but I guess I'll find out :P
|
|
|
|
| |
default texture as well as its face textures
|
|
|
|
|
|
|
|
|
| |
* Enables regular jpeg map images to be served directly from the region.
* EX: http://192.168.1.127:9000/index.php?method=regionImagecc4583cd269b41bfa525dd198e19a5c5
* This is actually HTTP server address + port + index.php?method=regionImage<REGIONUUID, no dashes>
* The Webmap image location gets printed on the console when the simulator starts up.
* JPEG data is cached so we only create the webjpeg once.
|
|
|
|
| |
SceneObjectGroup
|
|
|
|
|
|
|
|
|
|
| |
levels
* This currently has various bugs which are more to do with the way its been hacked together than the feature itself (e.g. on save-oar, ghost prims will appear of the saved
contained items). These will be found and eliminated in subsequent patches.
* Not yet ready for use
|
| |
|
| |
|