| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
| |
* It seems kind of silly to be building a 256x256 array just to use two 16 float blocks.. but for now the layerdata routine requires it so we'll go along with that.
* We only fill a 32x16 area of the 256x256 float array with data.
* We use patches 0,0 and 0,1 for the first and second patch to determine the direction and magnitude of the wind.
|
|
|
|
|
|
|
|
|
|
| |
Scene. Make the script engines check that the engine name in the
//Engine:language comment is a valid engine and treat it as a normal
comment if it's not.
//DotNetEngine: needs to be written as //ScriptEngine.DotNetEngine: now, since
that is it's real internal name. //XEngine: still works
|
|
|
|
|
|
|
|
|
|
| |
Check the client dialog box (from top menu) WORLD / REGION ESTATE
/ REGION tab. The client dialog box seems to have a hard limit of
about 32 characters per line available for displaying the region
version number. Our regions are sending a string which is greater
than the limit, causing the client to wrap the text and look ugly.
|
|
|
|
|
|
|
|
| |
* A little wind wouldn't hurt anyone, right? This is the 'slightly breezy' setting.. hopefully you won't notice 'much' of a difference.
* It turns out the terrain patch routine is similar enough to the wind version that it can be used to hack together a breeze generator with a few mods.
* Not much configuration.. yet. You only get breeze updates in the general vicinity of your camera now to keep bandwidth usage down.. and we're not talking about 'much' movement at the moment.
* initial version... could use improvement I'm sure.
|
| |
|
|
|
|
|
| |
* Gridmode, this has no effect at all.
|
|
|
|
|
|
|
|
| |
and makes it use a common set of types in both engine. Fixes the issues with
running both engines and HTTP requests / listens / timers etc..
Also fixes a couple of minor Scene issues and a CTB by nullref.
|
|
|
|
|
|
| |
* Add a more specific error handler for when we're unable to pull the OGP state
* rez_avatar/derez ?
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
|
| |
all methods needed outside the API ststic. Async command processing
is now wholly internal to the API. This sets the stage for the next
convergence step.
|
| |
|
| |
|
| |
|
|
|
|
|
|
| |
it was meant to. No functional changes, just better code
|
|
|
|
| |
running over GET instead of POST and the rez_avatar/request cap being wrapped in the capabilities map.
|
|
|
|
|
|
| |
perms module
|
|
|
|
|
|
| |
object inventory
|
| |
|
| |
|
|
|
|
|
|
|
| |
to have different permissions on inventory and object
edits. This may be needed by the viewer on public grids
|
|
|
|
|
|
|
|
|
|
|
| |
for inventory REST calls for the time being, as firefox, curl, and
also python's urllib2 cannot authenticate using digest auth.
fix permission checking for prim inventory to be the same as for
normal edit ops.
|
|
|
|
|
|
|
|
|
| |
ordinary region modules and are able to coexist in one instance.
See http://opensimulator.org/wiki/ScriptEngines for details. There were
changes to OpenSim.ini.example, please note DefaultScriptEngine.
Also see the User docs and FAQ on the Wiki. Default is DotNetEngine.
|
| |
|
|
|
|
|
|
| |
* Allow a grid mode region simulator to properly shutdown even if the grid service is offline
|
|
|
|
|
|
| |
condition that was the reason for mantis #2218.
|
|
|
|
|
|
| |
follows show the text "Home position set.". Changed the message accordingly.
|
|
|
|
|
|
| |
appear to break script saves in prims for some.
|
|
|
|
|
|
| |
notecard go read-only, but changes are saved.
|
|
|
|
|
| |
* Might break something.. hard to say.. 0.o
|
|
|
|
|
| |
* Recognize the proper cap message for rez_avatar/rez in the response cap.
|
|
|
|
| |
in your 'region domain' in OGP.
|
|
|
|
|
|
| |
* you'd think from all this that I was one of those fanatically tidy people. I can assure you from looking around my bedroom/study that this is not the case :)
|
|
|
|
|
|
|
|
|
| |
startup (script startup doesn't count here)
* There was a small window where region logins were allowed before modules were loaded - avatars logins that hit this window could have caused bad things to happen.
* A similar change will follow for grid mode sometime soon
|
|
|
|
|
|
|
|
| |
in the cache for the user
* More OGP tweaks to make it play nice in an error condition.
* Still Experimental.
|
|
|
|
|
|
|
|
| |
outgoing requests.
* Monitors / for getting the seed cap for rez_avatar/request on application/llsd+xml && application/xml+llsd && !application/xml
* Experimental, this might break LibOMV temporarily.
|
|
|
|
|
|
|
|
| |
- Add necessary dummy Dispose-methods where they are missing
- Implement the SQLite Dispose-methods
(currently only used for unit tests, in the next commit)
|
|
|
|
|
|
|
| |
MySQL version does for the table, prims.
* If this causes any unit tests to fail, the tests need to be updated.
|
|
|
|
|
|
|
|
|
|
| |
functionality via the console command "delete-region" and also via
RemoteAdminPlugin.
minor typo fix.
|
|
|
|
|
|
|
|
| |
Correct a condition where a prim is linked before it has been persisted
for the first time and is then persisted through it's former SOG with
a bad offset position.
|
|
|
|
|
|
|
| |
Thank you, nlin, for a patch that prevents physical prims from being
created twice when rezzed from a script.
|
|
|
|
|
|
|
|
|
| |
XEngine fixes: prevent queue overruns, prevent spamming when no key
is down. Release controls when conflicting permissions are requested
or permissions are refused later. Release when prim or script are deleted.
Fixes Scene script instance deletion semantics.
|
| |
|
|
|
|
|
|
|
|
| |
this locally rather than letting it propogate up the stack
* This will allow other scene objects to persist and stop the exception taking down the whole region server
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
New patch (terrainedit2.patch) is attached that passes unit tests (
and in fact supplies the new unit test to pass..:) The previous
failure was due to the change of the brush size to be linear instead
of exponential, and the fact that the test parameters were assuming
the exponentional brush size.
This patch also removes dependency on 'duration' argument for
adjustment step size. This should address the widely differing reports
of instability with terrain editing.
Note: 'doing this right' implies ultimately reading the parameters
from the ini file, which this patch does not do.
|
|
|
|
|
|
|
|
| |
UpdateUserProfile
* the methods were identical except that the Properties one did a check for the user profile beforehand. However, every caller was doing this already anyway.
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
fixes the terrain spikes, and is the result of mostly a tuning
operation on the smooth and flatten tools. I dug in and found that the
spikes apparently result from smooth's overly aggressive iteration
steps toward the average curvature, which leads to an instability that
blows up the heights. I introduced a scaling factor to dampen the
'duration' parameter which tames progress and seems to keep things
stable.
|