| Commit message (Collapse) | Author | Age | Files | Lines |
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* Concurrency issues are resolved because each object makes a memory-only copy of itself and backs up the copy.
* Because of the way this is done, the latest at the time of the backup gets backed up (no functionality change)
* You can move *thousands of objects at a time* and the sim doesn't freeze and wait for the backup to complete.
* This can be enhanced more by dedicating the thread as opposed to starting it when the backup process starts.
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Fix RequestUpdateInventoryItem so that asset changes
generate a new asset, which is needed for editing
appearance to do the right thing. Persistant appearance
seems to work after this, except you need to rebake textures
some times.
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get saved to the database. There are still issues on wearing things
after a cleared cache that I'm looking at now.
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a collision mesh for it.
* Sculpties load on startup reliably now and successfully generate a collision mesh as soon as the sculpt texture is available.
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the name of the contained class.
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provide OSHttpRequest and OSHttpResponse to our REST handler.
also, this adds proper RestPlugin.IsGod() checking against the X-OpenSim-Godkey
HTTP request header.
last, i added XML doc comments to RestPlugin.cs
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House cleaning ...
Rather than using the variable name EntityList, the variable name
EntitieList was being used. Here's a patch to fix it.
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Fix spelling typo (Thanks ChrisDown for pointing this out)
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ref in inventory give and also now causes items to appear
in the correct folders now, no longer in the root folder.
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You sure can. This change set restores pants (and the rest of the
default appearance) in grid mode. The
root issue had to do with serializing multi-faced textures to the
grid server. This also restores the lookup path through the avatar
factory module, as that seems the reasonable place to have it live.
Some clean up patches are coming later as well, plus testing on
standalone, but this should be in a good kicking around state for
grid users.
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types and null.
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client(param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param); methods!
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half tiny amount implemented.
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The money module witll register (claim) an interface slot,
even when disabled. This patch fixes it so that it will not
register to supply this interface unless it's activated.
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baffles me)
it does make setting appearance in grid stick.
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Melanie. Thanks Melanie!
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inventories. Also enables 'New Script' button. from Melanie. Thanks Melanie!
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prevent his crashes
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prim inventories. From Melanie! Thanks Melanie.
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assets on disk write from Melane. Thanks Melanie!
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handle it..." by properly dealing with the situation where a client still has queued texture requests when it logs out
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* This revision also includes a very temporary fix for the fact that NREs are received because of a missing avatar apperance in grid mode
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the MSSQL and MYSQL mappers back in under datastores and looking at doing
gid bits for this
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* Fixes perms on take-copy assuming you have a specific flag set.. which is still in discussion.
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propagation and script module hooks. Thanks Melanie!
* Implements quite a few inventory related perms.
* (from Teravus) Fixes Take Copy
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move the appearance sending bits to ScenePresence
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a more data friendly object
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Thanks Melanie!
* Adds hooks in the permission module for CanReadScript, CanEditScript, CanCopyInventory, CanDeleteInventory, CanEditNotecard, CanViewNotecard, CanViewScript.. and a few more. The functionality in the default module returns true.
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permissions modules. From Melanie. Thanks Melanie!
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of some of the parameters we pass to it's constructor now like, 'm_allowPhysicalPrim', 'seeIntoOtherRegions', etc.. so on
* The main purpose of this is to provide configuration options for ODE and other physics plug-ins that are advanced enough to be able to be configured.
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repetitive client requests for the same missing texture
* This is to maintain some visibility on the problem, since I removed the intentionally irritating log messages for this
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direct call to Scene
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Scale both sides checked.
* This probably makes build tools work again. yay.
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Rename SearializableRegionInfo to SerializableRegionInfo (class was already named correctly)
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libsecondlife.Packets
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