| Commit message (Collapse) | Author | Age | Files | Lines |
... | |
|
|
|
| |
coming back up.
|
|
|
|
| |
feedback, as to if it makes the texture problem better or worse. As I plan/hope to work on texture/asset downloading this weekend.
|
|
|
|
|
|
|
| |
ScenePresence "has" a AvatarAppearance object. All the ScenePresences in a opensim related to one user (so a user's various ScenePresence's in all the regions in that instance) share the same AvatarAppearance object. This means that a user's avatar should appear correctly (to both that user and other users) no matter what border crossing or teleporting they have done.
Note: this mainly improves Standalone mode, as in grid mode the appearance data isn't passed between region servers. Although people should notice a improvement when moving between regions in the same instance.
|
| |
|
|
|
|
|
|
|
| |
* BACKUP YOUR PRIM BEFORE UPDATING TO THIS and then double check the prim permissions after applying it with a different avatar (then the master avatar or the prim owner avatar).
* Also, beware that any objects created under the old permission scheme may react oddly. They may automatically allow anyone to modify them, (which you'll then have to un-set).
* It's hacked support because when 'anyone can move is set', any avatar can modify the prim (texture, shape, scale, etc)
|
| |
|
|
|
|
|
|
|
|
|
| |
me on Mono 1.2.4, which led to client crashes. I think the Timer.Stop()
wasn't doing what was desired on Mono. The Queue refactoring should address
the readability issues lbsa71 was working on as soon as I get the merge together.
|
| |
|
| |
|
|
|
|
|
|
|
|
| |
fire twice
* started to refactored throttling method
* some code convention refactorings
|
|
|
|
| |
strings. BAD PROGRAMMER BAD. Use Helpers.StringToField instead. >_>
|
|
|
|
| |
duplicated UUID, you know...)
|
| |
|
|
|
|
|
|
| |
From Justin Casey (IBM)
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
This patch adds x, y, and z offsets to the load-xml command.
If you had a prim at 100,100,20 thats where it would get loaded everytime.
This patch lets you place it at an offset from 100,100,20.. as such:
load-xml <filespec> -newUI 3 1 2
Loading the prim at 103, 101, 22
|
|
|
|
| |
classes.
|
|
|
|
|
|
|
| |
* Un-hackerized generating the client_flags
* Now handling the ObjectPermissions Update packet
* Warning: Backup your prim before updating. If you fail to do so and something goes wrong then, All Yr prim are belong to us!
|
|
|
|
| |
adjohn and afrisby, enroute to a wine cave with the worst wine in the world)
|
| |
|
|
|
|
| |
explicit
|
| |
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
While exploring what it would take to get the 'new script' button working,
I encountered the fact, some way down in the rabbit hole, that if a user
renamed an item in their inventory and logged out (without a restart of
the simulator), on log in the new name was not preserved.
As far as I can see, this was because any updates which didn't occur
inside a transaction were ignored by opensim. This patch pays attention
to those changes. It generates a new asset when an item is updated and
changes the user's inventory properties appropriately. I believe this
behaviour is in line with the copy-on-write semantics used in the Second
Life protocol - perhaps it could be optimized if we knew for sure that the
only copy of the object was in the user's inventory.
This also means that if you rename an item (e.g. a script) before you drag
it into an object's inventory, the inventory will receive the item's most
recent name and description.
|
|
|
|
|
|
|
|
|
| |
SendInventoryItemCreateUpdate() in order to reflect the actual packet it
sends (UpdateCreateInventoryItem).
From Justin Casey (IBM)
|
|
|
|
|
|
|
|
| |
the loaded Sceneobjects (as per mantis request #53).
To use append "-newUID" to the end of the command, so new format is : "load-xml <filename> -newUID".
If you don't add the "-newUID", then the uuids in the xml file will be kept.
|
| |
|
| |
|
| |
|
| |
|
|
|
|
| |
rezzing them in another region.
|
|
|
|
|
| |
a few other bits of refactoring.
|
|
|
|
|
|
|
|
| |
standalone mode it will mean that when you log off and log back on ,as long as the region server hasn't been restarted , your avatar will start with wearing the clothes that it wore on log off. In grid mode its even more limited in that wearing/removing clothes/body parts are only stored in the region server instance you are one. so if you are in a different region to your login region (which are on different region server instances), and then change clothes, those changes won't be remembered. So as said, its very limited but is a small step towards having proper appearance persist.
Just need to store this data out to a database.
|
| |
|
| |
|
|
|
|
| |
inventory item. (hasn't been tested to make sure no conflicts happen if that new rezzed object is then taken back into inventory but don't think there will be any)
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
|
| |
a couple of minutes that should fix that.
Some work towards persisting Avatar Appearance (what is being worn).
Added OnAvatarNowWearing event to IClientAPI that is triggered by AgentIsNowWearing packets.
stub code to subscribe to this event in AvatarFactoryModule.
Todo: code needs to be added to AvatarFactoryModule to save the uuids to a database and then read them back when that modules TryGetIntialAvatarAppearance() method is called.
Done some changes to Scene to make it easier to subclass it: including changed some private fields to protected and made some methods virtual.
|
|
|
|
|
| |
*Fixed a 'statement out of order' error in the setting of the permissions that are sent to the client.
|
| |
|
| |
|
|
|
|
|
| |
* Various code convention compliance
|
|
|
|
|
|
|
| |
show a user's client that it can't edit a prim if it doesn't have permission.
* Permissions is due for a big revamp. The current way it's done is a hack at best.
|
|
|
|
|
| |
* Revert this once we get a working logoff.
|
|
|
|
|
| |
* Various refactorings
|
|
|
|
| |
that if you're editing an object on your client that you're not allowed to, it'll appear that it's moving to you, but won't actually be moving on the sim.
|