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* Thank you very much, Kinoc for : Moved the Listener loop try/catch to a ↵Charles Krinke2008-02-021-8/+17
| | | | | | | better position. Uses the IRC nick as the default when user location cannot be determined.
* Thank you, Kinoc for the ChatModule.cs updates.Charles Krinke2008-02-011-75/+491
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* * Added more supported feature to particlesystems. While this appears to ↵Teravus Ovares2008-02-011-1/+6
| | | | | | | | have a libsl update... it's really a fix to the libsl version we're already using because of a bug in the particlesystem implementation * Added two new simstat counters in the simstat enum for the RCCS. (I'll find something cool to put in them) * fixed a time waster in ODEPlugin.cs
* revert last IRC bridge changes as this broke chat on my test environment.Sean Dague2008-01-311-80/+23
| | | | | | Going to sift through the diff later to sort out what the root cause is here.
* * setting some readonlieslbsa712008-01-312-2/+2
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* * Implemented grab and throw in ODE. It's a little strong still so toss ↵Teravus Ovares2008-01-291-6/+38
| | | | gently at first to test the waters or you'll lose prim to the pit at the edge of the sim. Make sure the object is physical before trying to toss it or it'll just move to the new location.
* Thanks kinoc for your improved IRC Gateway patch as referenced in mantis ↵Teravus Ovares2008-01-291-23/+80
| | | | issue 390.
* * Mostly ODE update. Things are a bit more behaved then the last ↵Teravus Ovares2008-01-281-0/+9
| | | | experimental update.
* * Added a try/catch handler around childdataupdates because the enumeration ↵Teravus Ovares2008-01-261-10/+17
| | | | is prone to modification when logging on. These can be safely ignored because the data gets old fast and new ones get generated somewhat quickly.
* Implemented a suggestion from Mic Bowman regarding border crossing and ↵Teravus Ovares2008-01-251-1/+4
| | | | SignificantClientMovement.
* Another try at fixing the Animations problem on region crossing.Brian McBee2008-01-241-1/+4
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* * This update updates ODE to again use the AMotor to keep the avatar upright ↵Teravus Ovares2008-01-231-8/+0
| | | | instead of the 'avatar wobble' This also uses a hack to detect debian and change the force applied by the AMotor to a different value for Debian. The intent of this all is to get the avatar to stand up in Debian with the AMotor.
* * Added ReadEtcIssue to Util Teravus Ovares2008-01-231-6/+4
| | | | | | * If you have Debian running, you should get a platform line that says, 'Found Debian!' when starting up your sim. * If someone running Debian will confirm this does occur, that would be most helpful.
* * One more try at specifically identifying Debian from the code. Teravus Ovares2008-01-231-0/+8
| | | | | * There's 3 platform lines now. Would someone running debian and/or Fedora core please try this revision out and send me the three [PLATFORM] lines?
* * When Scene loads, added a platform string print out for testing purposes. ↵Teravus Ovares2008-01-231-0/+2
| | | | Anyone on Debian want to run this revision and send me back the two platform lines? It would be helpful.
* * Library scripts can now be dragged into primsJustin Clarke Casey2008-01-231-9/+28
| | | | | | | * Unfortunately, they show us as non modify, though they will run * We're probably hitting unimplement permissions stuff
* * I just love doing these substantial contributions.lbsa712008-01-221-3/+3
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* * changed nonsensical PermissionMask and ObjectFlags mixup; if this causes ↵lbsa712008-01-224-102/+44
| | | | perms weirdness, let's all work together to find the real cause.
* * Enabled dead region tracking for ChildAgentDataUpdates Teravus Ovares2008-01-224-35/+105
| | | | | | | ** If the region fails 3 times, then ChildAgentDataUpdates no longer get sent to that region * Enabled Child_Get_Tasks in grid mode. * When Child_Get_Tasks is enabled on neighbor regions, the neighbor region uses the client's draw distance to send out prim. This is a lot less likely to flood the client now since the ChildAgentDataUpdate contains both the throttle settings and the draw distance. This means that with this enabled, you can see prim in other regions in grid mode. Very experimental.
* * Renamed a number of TerrainEngine functions to conform naming standards ↵Adam Frisby2008-01-221-5/+6
| | | | better.
* * Shutting down child agents properly in neighbor regions.Teravus Ovares2008-01-212-13/+57
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* Another attempt to squash the animation bug. Wish I could get this to fail ↵Brian McBee2008-01-211-1/+1
| | | | at will.
* Change misleading placeholder error messages for attempts to persist ↵Justin Clarke Casey2008-01-211-2/+2
| | | | non-script items to prim inventory
* Attempt to catch animation fubar on region crossing that causes client hang. ↵Brian McBee2008-01-211-1/+11
| | | | Mantis 319.
* * Scripts edited within a prim will now be persisted correctlyJustin Clarke Casey2008-01-212-2/+5
| | | | | | | * On restart the latest save will be restored rather than the very first dragged in scripts * Also add previously missed out database commits to separate prim inventory commit path (sigh)
* Method renameJustin Clarke Casey2008-01-211-3/+5
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* * Make object persistence more granular by separating prim and prim ↵Justin Clarke Casey2008-01-214-26/+52
| | | | inventory persistence
* * Added hooks for logout to all IUserService and all that implement it.Teravus Ovares2008-01-201-0/+3
| | | | | | | * Added a Logout message with a name on the console * Added a *fixme* message to figure out why the current agent session is null * After updating you may notice that there's a login <user> and also a logout<user>
* Graceful failure of teleport to unavailable regions might actually work now.Brian McBee2008-01-201-2/+14
| | | | | I blame all bugs on the age of my brain cells.
* Check if remote simulator is up before attempting teleport. Teleport to a ↵Brian McBee2008-01-201-4/+10
| | | | remote region should now fail gracefully if remote simulator is down.
* * Found and fixed a situation where a neighbor region would come up send a ↵Teravus Ovares2008-01-201-2/+6
| | | | notice and would be tagged as 'too far away' when it was right next door.
* Most is back in its original state :) Hope I didn't break anything... *looks ↵Tedd Hansen2008-01-191-7/+8
| | | | innocent*
* removed additional debugging, added temp mega-debugging to StoreLandObjectTedd Hansen2008-01-193-27/+0
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* More debuggingTedd Hansen2008-01-192-10/+8
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* Added exception handler to LandManager IncomingLandObjectFromStorageTedd Hansen2008-01-191-2/+13
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* Getting closer to that crash .. :)Tedd Hansen2008-01-191-1/+6
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* More debuggingTedd Hansen2008-01-193-0/+16
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* checking return code may make failed teleports fail more gracefully.Brian McBee2008-01-191-17/+19
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* More debugging in hunt for that random startup crashTedd Hansen2008-01-191-0/+4
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* one more try before I leaveTedd Hansen2008-01-191-6/+6
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* "compile before commit, AND check compile result" - forgot a ;Tedd Hansen2008-01-191-1/+1
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* Still hunting, added debug outputTedd Hansen2008-01-191-3/+10
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* Added block for scenario: global exception handler called in loop when ↵Tedd Hansen2008-01-181-4/+0
| | | | | | | exception happens inside global exception handler Added InnerException to output
* Why don't you try compiling before you commit?Tedd Hansen2008-01-181-2/+2
| | | | | No, I don't need to. I'm good, my code never fails!
* Nope, that didn't do it - trying lock on performParcelPrimCountUpdate insteadTedd Hansen2008-01-181-8/+8
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* Added a mutex lock on loadAllLandObjectsFromStorage so maybe just MAYBE we ↵Tedd Hansen2008-01-181-8/+12
| | | | can get rid of that annoying startup crash...
* On reflection, HasGroupChanged is more appropriateJustin Clarke Casey2008-01-183-15/+15
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* Change SOP.HasChanged to HasPrimChanged in preparation for further changesJustin Clarke Casey2008-01-183-13/+17
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* * Fixed bug where 'taskOwnerId' would always be null in PermissionManager, ↵lbsa712008-01-182-18/+21
| | | | hence always retuning false on GenericObjectPermission.
* * ODE Physics update. fixed weird rotation of the avatar surrogate.Teravus Ovares2008-01-181-1/+1
| | | | | | | | * Set the avatar's radius to 0.37m, I think this gives the *best* balance between spaces the avatar can fit, and the ability to climb steps * Fixed a few things * Tweaked some more * Played with gravity (-9.8m/s)