| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
|
|
|
|
|
| |
Addresses the problem of ghost avatars. The problem was child-agents
sending data. Due to symmetry reasons, I considered that wrong.
Whenever an avatar A1 in region R1 looks at avatar A2 in adjacent
region R2, we have two possibilities to communicate: A2-root sends
to A1-child (both in region R2), or A2-child sends to A1-root
(both in region R1). Currently, the children send data in some cases,
and I guess the viewer gets puzzled about that and switches the child
to root as consequence (at least partly), so it becomes visible.
|
|
|
|
|
|
|
|
|
| |
Found that during my ghost-hunt: Add some logging and you see that the
counting down happens twice (once at the place that is removed by the
patch, and once caused by the actual removal of the root-/child-agent
during LLClientView.Close). With the patch applied, I end up with correct
numbers, i.e. with 0 roots and 0 children after everyone has logged out.
|
|
|
|
|
|
| |
to the inventory item, causing the item to wind up without a name.
|
| |
|
|
|
|
| |
being sent through rez_avatar, it'll be swapped out with 1. This ensures that when the map recognizes the parent estate id parameter on the linden grid, it'll work as expected. This also has the effect of making it impossible to send a Parent Estate ID with 100 over OGP from OpenSimulator (Sorry Owner of estate 100).
|
|
|
|
|
| |
* Tweak rez_avatar data so it's easier to update when OGPr3 comes out
|
|
|
|
|
|
| |
when copying within agent inventory
|
|
|
|
|
|
|
| |
llDetectedLink(). Also a small refactor to remove an interface member
from IScriptEngine.
|
|
|
|
|
| |
* An attempt to solve an intermittan SSL Certificate validation error causing communications havok.
|
|
|
|
|
|
|
| |
Remove the physics representation of link set child prims when the
link set is deleted.
|
|
|
|
|
|
|
| |
Mantis #1975 in a broader way. This may or may not prop up
secure inventory a bit better, but I still recommend to disable it
|
|
|
|
|
|
|
|
| |
Issue is caused by the terrain height not being queried before
teleporting within the region. Teleporting between regions is
correct. Adding the neccessary checking to intra-region TP code.
|
|
|
|
|
| |
avatar sitting on the object can not telport to other regions.
|
| |
|
|
|
|
| |
expected filename format
|
|
|
|
|
|
|
| |
validation handler, however, it throws a NotImplemented exception.
* Added Try/Catch/Message
|
|
|
|
|
| |
* When OGP is active, disable SSL certificate chain validation. I'll add more options here to come, as well as a way to test against a group of known certificate subjects.
|
| |
|
| |
|
|
|
|
| |
region information
|
| |
|
| |
|
|
|
|
|
|
|
|
| |
currently on Forge in a nice, friendly modular format.
* There are a lot of changes and this is quite experimental. It's off by default, but you can turn it on by examining the bottom of the opensim.ini.example for the proper OpenSim.ini settings. Remember, you still need an agent domain..
* Furthermore, it isn't quite right when it comes to teleporting to remote regions (place_avatar)
|
|
|
|
|
|
| |
All item sale modes are now complete.
|
|
|
|
|
|
| |
Sack of bolts to go with the nuts?
|
|
|
|
|
|
| |
now ply their trade. Is that nuts?
|
|
|
|
|
|
|
|
| |
animation, target omega, looped sound, script access pin, allowed
drop state and sale data. Loads it, too. Not all tested.
Code: No Nuts. Data: Cannot Guarantee Nut Free.
|
|
|
|
|
|
|
| |
and the for sale setting doesn't survive a sim restart, but this is most
of the plumbing.
|
|
|
|
|
|
| |
This fixes the "no funds" message on rebake.
|
|
|
|
|
|
|
|
|
| |
It is now possible to use module interfaces without referencing Scene.
Place those interfaces in OpenSim/Region/Interfaces. They may not
use any refs from OpenSim.Region.Environment as parameters.
This resolves a circular library ref introduced in r5949
|
|
|
|
|
|
|
| |
Disallow bulk uploads if money module is present and upload cost
is set and the user hasn't got sufficient funds.
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
* By default, texture rendering is on. This may be affected by using secure assets since your region hasn't registered with the gridserver before it asks for texture assets. It might also be affected by a slow asset server, so consider this release experimental.
* Defined interface IMapTileTerrainRenderer.
* Extracted "old" shaded maptile terrain rendering into ShadedMapTileRenderer;
streamlined it a bit and added "highlight" rendering to its "shadow"
rendering.
* Added "new" terrain-texture based maptile terrain rendering
(TexturedMapTileRenderer); made TerrainUtil.InterpolatedNoise public
* Adapted MapImageModule to allow switching between those two by configuration
* Added configuration option to OpenSim.ini.example
|
|
|
|
|
|
|
|
|
|
|
| |
the first part of gesture persistence.
----------------------------------------------------------
Attachments no longer vanish on walking crossing. Teleport is still
problematic, but will now be blocked with message "Inconsistent
attachment state" rather than losing the attachment. Detach to be
able to TP in that case.
|
| |
|
|
|
|
|
|
| |
Allow the sim owner to add estate managers to any estate on the sim
|
|
|
|
|
|
|
|
|
| |
Change user server to handle attachment assets record properly. Ensure
that attachments are not re-rezzed on region crossing. Persistence
will NOT WORK with earliser UGAI!!
Change region server to match.
|
| |
|
|
|
|
|
|
| |
the same simulator
|
|
|
|
|
| |
Remove old comment in SnapshotStore pointed out by ChrisDown (bug #2000)
|
|
|
|
|
|
| |
Attachments now persist across logouts. Mostly untested.
|
| |
|
|
|
|
|
|
| |
Attachments now save to MySQL. No reattach on login yet.
|
| |
|
|
|
|
| |
projection of an oriented bounding box. This isn't quite right yet. Experimental. It takes about 3 times longer then the previous version, however produces better results.
|
|
|
|
|
|
|
| |
using Bitmap.setpixel to a drawing2d graphics context.
* Z-sort the prim volumes before drawing.
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
|
| |
when an attachment is deselected.
|