| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
| |
* Added IClientAPI.SendTexture stub.
|
| |
|
| |
|
|
|
|
|
|
| |
Adds handlers for the reclaim land functionality,
plus all needed permissions checks.
|
| |
|
|
|
|
|
|
|
|
| |
World->Region/Estate. Then on the Estate tab, at the lower right hand corner, clicking the 'Add' button and picking an avatar.
* It only persists across reboots for the mySQL datastore currently.
* Currently have stubs in the other datastores.
|
|
|
|
|
|
| |
Implements terrain bake from Region/Estate dialog and
respects estate settings during terraforming
|
| |
|
|
|
|
|
|
|
|
|
|
| |
initial client update to Scene.AddSceneObject() from some of the SceneObjectGroup constructors
* I think this has been done cleanly from inspection and testing, but if prim creation or load suddenly starts playing up more than usual, please open a mantis
* This also has the effect of stopping the archiver generating ghost in-world prims
* Some code dupliction also removed
|
|
|
|
|
|
|
|
|
| |
scene, rather than on creation of the group
* Adding to a scene is now parameterized such that one can choose not to actually persist that group
* This is to support a use case where a module wants a scene which consists of both objects which are persisted, and ones which are just temporary for the lifetime of that server instance
|
|
|
|
| |
override the default method of calculating how many prims a parcel can have.
|
|
|
|
|
|
|
| |
interesting, but successful way to do it.
* This also takes care of a few error situations that were previously never seen.
|
|
|
|
|
|
|
|
|
| |
llLoopSound sends out one packet to clients in view, so it doesn't work anymore
when clients enter later on, or the prim is modified in any way.
Solution: Stored sound data on prim, send full update instead.
llStartSound and llLoopSound now accept both LLUUIDs to a sound as well as object
inventory sound names. llStopSound clears prim data and sends full update.
|
|
|
|
|
| |
that creates the event handler chain ready to hook by script engines
|
| |
|
|
|
|
|
|
| |
* Push some delete functionality into InnerScene to match what's already there for adding objects
|
|
|
|
| |
instead, on the basis that this is less likely to cause confusion with c#'s base object type
|
|
|
|
| |
basis that they all take SOG parameters to improve code readability for now
|
|
|
|
|
| |
There's some oddness with the parcel counts, but if you can get past the oddness, you can return objects under an owner that you have permission to return.
|
|
|
|
| |
half tiny amount implemented.
|
| |
|
| |
|
|
|
|
| |
group OpenSimulator Tester. This allows us to start examining and implementing the vary many unhandled group packets.
|
| |
|
|
|
|
|
| |
* Down to 65 warnings.
|
| |
|
|
|
|
|
|
| |
*Removed hardcoded permissions checks
*Added permissions checks where needed
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
From Melanie... Thanks Melanie!
.
|
|
|
|
| |
Properties.
|
|
|
|
|
| |
* Added back a sleep to the kick routine so users get a 'you have been logged off message' when they get kicked from the simulator for various reasons (like 'the simulator is going down')
|
|
|
|
|
| |
* The split image packet sender doesn't like to be refactored (images don't load after it's been refactored), so left that as is for the moment.
|
| |
|
|
|
|
|
|
|
| |
PROGRAMMERS. NAUGHTY.
* Thanks to Andrew (DeepThink) for working on this one.
|
|
|
|
| |
llTakeControls works now along with the 'release controls button'. llReleaseControls() works mostly :D.
|
|
|
|
|
|
| |
set vel, acc, and rvel in the packet (though this isn't done yet).
|
|
|
|
|
|
|
|
|
|
|
| |
The attached patch moves the sun module incrementally nearer where it
needs to be. Default behavior, i.e. no overriding configuration is to
match Second Life's diurnal/nocturnal rhythm.
All designated values are now sent to the client.There remain a couple
of unanswered questions about how this SHOULD be implemented though.
|
|
|
|
|
|
|
| |
instead of hardcoding to zero when the primitive is non physical.
llTargetOmega should work now.
|
|
|
|
|
|
|
| |
the scene...more to standards
*LandChannel no longer requires libsecondlife.Packets (it should have never needed it in the first place)
|
|
|
|
| |
visible features.
|
|
|
|
| |
libsecondlife.packets
|
|
|
|
|
|
|
|
| |
* Moved script errors to the debug channel.
* Typing '/2147483647 OK' results in a debug_channel message.
* Expanded the available parameters that are send-able through IClientAPI
|
| |
|
|
|
|
|
|
|
| |
allowed!
*Started cleaning up the land module
|
|
|
|
| |
does not regenerate until you're dead!
|
|
|
|
| |
are in.
|
|
|
|
|
| |
* In the future this should be a config option... and, hopefully this tides the builders over for a little while.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
and detach from inventory.
* Detaching from right clicking in world, detaches to your inventory.
* If you go up to a prim and attach it from in world, it appears in your inventory.
* Attachment placement is saved when you detach them.
* Choosing wear remembers your last attachment point from inventory.
* Wrote a method to update an inventory item's asset and sends the updated inventory item to the Client
* Wrote a recursive method to find the folder of a known existing inventory item.
* Removed a block on physics object position on creation. This might crash a region or two, let us know via Mantis if your region crashes because of a physics out of bounds error.
* Drop doesn't work. The menu item doesn't even come up. Don't know why :P.
|
|
|
|
| |
I need them to be for attachments.
|
|
|
|
|
|
|
|
|
|
| |
inventory
* Now, if you own an item in a prim, you should be able to successfully drag it back into your inventory
* Temporarily, users which are not owners of the item cannot copy it, even if 'everyone can copy' is set
* This is pending fixes/implementation of upstream permission implementation
|