| Commit message (Collapse) | Author | Age | Files | Lines |
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** 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.
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remote region should now fail gracefully if remote simulator is down.
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SimStatsReporter
* This doesn't take into account the throttler, it just assumes the throttle limit isn't reached.
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* Cleaned up copyright notices in AssemblyInfo.cs's
* Added Copyright headers to a bunch of files missing them
* Replaced several common string instances with a static constant to prevent reallocation of the same strings thousands of times. "" -> String.Empty is the first such candidate.
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* This can be turned on by setting storage_prim_inventories_experimental = True in OpenSim.ini
* Implemented for sqlite and MySQL, no MSSQL implementation yet
* As an experimental feature, there is no guarantee that this won't take down your region or that the db representation won't need to change.
* More (and continuing) details at http://opensimulator.org/wiki/OpenSim:Prim_Inventory_Persistence
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card of death to send out region and estate messages.
* Switched over Region Restart notices to the magic secondlife blue card of death method.
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simulator. It saves.
* You can add and remove a friend in grid mode now within the same simulator. It doesn't save yet.
* I got rid of Mr. OpenSim as a friend.. he bothers me /:b...
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scheme won't hold for serialization
* Extracted out the 'old' AddNewPrimitive that places an object at an exact pos, without the raytracing
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* shortened references
* Removed redundant 'this'
* Normalized EOF
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attempt when the asset server is lagging by formalising the de facto polling.
This may not be the best solution in the long run, but should improve things for now.
This may also improve reliability when updating inventory item metadata (e.g. renaming an item) and in retrieving textures
for the main map view.
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selection box
unless previously expanded in inventory.
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* This fixes a *bunch* of Mantis bugs related to the following
* -- Neighbouring simulators not appearing after relog
* -- Login to simulator only to be logged off by simulator.
* -- ThreadAbort
* -- Unable to shutdown circuitCode: x
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* Added Incomplete Handling of the EstateCovenantRequest packet
* Added Incomplete Handling of the EstateOwnerMessageRequest.ChangeEstateCovenantid method
* Fixed a race condition with avatar animations
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* Removed unchecked TryParse, replaced with Parse as we were not checking for success and could lead to weirdness if an exception is ignored.
* Removed unused variable m_newAvatar
* Removed several unused try{}catch(Exception e){}'s.
* Added null assignment in simpleapp to prevent warning.
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works, but the actual ban lines, etc are not done.
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subfolders work, moving folders works.
Tested only in MYSQL, but may work in MSSQL and sqlite.
Probably not working in standalone mode.
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inventory
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current animations.
* Fixes weirdness when typing and sitting at the same time
* Should fix bug #32 (getting stuck in edit appearance pose)
* Crouchwalk and possibly jump may need more looking into
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* Added List<RegionInfo> m_neighbours to Scene
* Hooked up the OnRegionUp event to m_neighbours list
* Modified RegionInfo to have a bool commFailTF value so that we can skip neighbors that fail. (when the region comes up, this gets reset to false and the region will try again.
* Added SetChildAgentThrottle(byte[]) to IClientAPI
* Several other insignificant changes related to passing child pertanant agent data from sim to sim.
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inventory server, and not from the region.
Also: it appeared to work the first try, so I have probably done something horribly wrong.
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Note: only tested in grid mode, and emptying trash is still not implemented.
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* 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!
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used to, though)
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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.
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SendInventoryItemCreateUpdate() in order to reflect the actual packet it
sends (UpdateCreateInventoryItem).
From Justin Casey (IBM)
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properties window
From Justin Casey (IBM)
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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.
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LoadWorldMap and into its own public method (which is called during region creation). We shouldn't have things like that in methods like LoadWorldMap as some regions might not being having a worldmap loaded via the LoadWorldMap method (like in custom applications).
Deleted the CreateTerrainTextureInitial Method which was a 99% duplicate of CreateTerrainTexture, with just a bool field setting difference. That bool is now passed to CreateTerrainTexture as a param.
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sim with a custom message. Their client says, "You've been logged off of secondlife, <Your custom message here> and logs them off.
* Added a way for the Region master user to kick *ALL* users from *ALL* their regions in the estate with a custom message.
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the appropriate messages to make it think it's got god status. Will be used for finding more unimplemented packets....
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* Added a support function to InnerScene to calculate the distance between two vectors.
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* Added the child_get_tasks OpenSim.ini flag for testing the UDP packet sending code and packet throttler. This flag gets purposely disabled in grid mode. This flag also has the consequence that you can see the prim in neighboring regions without going into them. Be warned, this causes tons of dropped packets.
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This parameter has an enum:int ThrottleOutPacketType and contains types; Resend, Land, Wind, Cloud, Task, Texture, and Asset.
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grid asset server for it to work correctly and has only been quickly tested in a three region grid.
Moved PermissionManager creation out of the Scene constructor and instead a PermissionManager is passed to the constructor as a param. So that we could create and use custom permissionsManagers.
Added AllowMovement property to ScenePresence which can be used to stop movement of avatars (for example in a custom region that wanted avatars always in one place).
Added PermissionManager call when copying objects, although currently the call will always return true so that it allows copying in places like Wright Plaza.
A few other changes/fixes.
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IClientAPI so its used), so that the default click action (ie touch, sit, etc) can be set on a prim. Note: Sill need to handle the incoming packets that set this, from the client.
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OpenSim.ini.example **
* Now moved region storage from region to application, so we have one storage per application, instead of one per region.
* Changed so that the region store providers use connectionstrings, not filenames
* Removed various unfit fields and properties (call me Darwin)
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hover your mouse over prim with the object name, description, ownerid.. etc.
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manually trying to add a friend (with the add button) or useful to those who are curious which usernames have visited your standalone sim. Important for future development :D.
* Grid mode always returns 0 results until the Grid Communications portion is done.
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* All thanks to unimplemented packet listing :D
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and alpha argument of the llSetText command.
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