| Commit message (Collapse) | Author | Age | Files | Lines |
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changes a few revs back.
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whenever some aspect of the avatar changes.
* with Diva's blessing ;)
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* apparantly logout code relies on this happening in certain circumstances. Really, the root issue needs to be investigated.
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* should work - the last compile failure looks like a random glitch...
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* make worldmap module log tags consistent
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agents kickoff was
missing from when this is run in grid mode. But, worse, turns out that this whole feature of kicking
off the user after a crash was entirely missing from standalone mode.
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http://opensimulator.org/mantis/view.php?id=2843
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user for other users who are online.
* No need to send offline notifications since the client assumes this (and future clients should be able to do the same).
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is in the Tools menu available when editing an object
* This facility allows you to save changes to an object that you've rezzed into a region back into their original inventory item without having to take a copy of the rezzed
object.
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that have no copy permission set.
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contains inventory items that you don't have permission to copy
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grid-local regions.
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Scene was being too
aggressive at nixing the user out of the cache. We're now relying on NeedSceneCacheClear to decide
whether to nix it or not. All other mods in other files are for better debugging messages.
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* This pushes an identifier for the OpenSim scene to the physics scene. This allows log messages from the physics scene to identify which OpenSim scene they relate to.
* Thanks Gerhard
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is not represent at all
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this issue.
We need to update all child agents whenever the root agent crosses regions. The update
now includes child agents in common neighbours. This is so that those get updated with the
seeds of the new child agents that are spawned from the receiving region.
This also fixes some timing issues. We need to close child agents from the originating region
before we update child agents in the receiving region.
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being in alert messages from the LandManagementModile.
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affected the jump back home.
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and allow deletion of the just received item.
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ODEPlugin and pipes them to their respective LSL method.
* NBody will need to be updated, this is an API change. Torque property and AddAngularForce
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Adds missing protocol pieces for EstablishAgentCommunication
event which allows the client to activate CAPS and the EQ for
child agents.
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debug
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* Edited EntityManager to treat Exceptions
From: Arthur Rodrigo S Valadares <arthursv@linux.vnet.ibm.com>
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sprouting another one
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the CanDelete one.
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be reused by more than Environment tests
* This shuffles the test packages in prebuild.xml below it so they can all potentially reference it
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* This means that UserProfileCacheService no longer needs to know about IClientAPI and can leave it to callers to do their own error logging
* This is also more consistent with the way that item inventory manipulation is handled
* I don't really think Scene.PacketHandlers.cs should be a permanent home for these handlers - this is just for convenience
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* No valid tests yet
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* This means that LL RAW terrains (one source being the upload/download buttons on the estate dialog in the viewer) are now imported the 'right' way around rather than being
flipped on the y axis
* Existing RAW terrains before this patch will need to be flipped with the "terrain flip y" command from the console after import
* More details on the mailing lists soon.
-This line, and those below, will be ignored--
M OpenSim/Region/Environment/Modules/World/Terrain/FileLoaders/LLRAW.cs
M OpenSim/Framework/Communications/Cache/CachedUserInfo.cs
M OpenSim/Framework/Communications/Cache/UserProfileCacheService.cs
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TP more reliable again.
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* It should now be possible to give an entire folder to another avatar instead of just single items at a time
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* This allows terrain to be flipped on the x or y axis with the command "terrain flip x" (or y)
* See terrain help from the command prompt
* This is in anticipation of change the way around in which terrain raw files are imported to match that of Second Life (to reduce user confusion and improve useability)
* Thanks jonc!
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* Warning! Physics API change. This means that the NBodySimulation needs to be updated!
* PhysicsActor -> void SetVolumeDetect(int) needs to go into classes that use PhysicsActor as their base class.
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linked prim more stable and probably the last obstacle to vehicles physics wise.
* Fixed a bug that caused physics proxies to be scattered when you link an object.
* Single physical prim work exactly the same as before, just linked physical prim will have changed.
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.ini files already out there
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For a script to successfully cross, both source and destination region must
enable the feature. WARNING: Trusting binaries from other sims allows
ARBITRARY REMOTE CODE EXECUTION for ANYONE! Please do not use except
in ultimate trust scenarios!
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