| Commit message (Collapse) | Author | Age | Files | Lines |
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we're inspecting in order to send the required inventory folders
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To get this to work, I had to disable the dupe link check I put in a couple of commits ago.
When the viewer adds wearables to an existing outfit, it first requests deletes of all the existing links before creating a new set.
Since these messages are async, the creates were being received before the deletes had a chance to complete, resulting in missing current outfit links.
However, the dupe check shouldn't be as important now that broken links have been fixed - it was the broken links that were causing the client to create dupes.
Tested on kokua 0.1.0 WIP and SL 2.6.3. I now have no problems managing outfits on my standalone.
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It appears that if the viewer requests a folder containing links, we must also send the folders that contain the link targets first.
This was tested with Kokua 0.1.0 WIP though I predict it will also work with other viewer 2s
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id item slot
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I believe this is safe since there is a 1-1 correspondence between link item and worn item (i.e. you can't be wearing the same item at two spots simultaneously in one outfit).
This should stop lots of duplicate links being created when viewer 2 is used.
However, this doesn't prevent broken inventory links, which I believe is timing related since the effect is not consistent (e.g. keep relogging and the viewer should end up seeing them correctly) . I think we actually see this problem on viewer 1 as well.
It might be easier just to implement the Fetch*2 inventory caps which are documented at http://wiki.secondlife.com/wiki/Inventory_API. WebFetch* has been deprecated by Linden Lab since viewer 2.5.1 and according to the sl wiki, "has numerous bugs".
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avatar speed
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user's inventory. Also commented verbose debug message.
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add some more descriptive comments.
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does not match expected distance, rather than at a fixed time period. this should smooth avatar motion somewhat when moving in a straight line and velocity is constant.
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registers/unregisters capabilities and a specific bunch of capability implementations in Linden space called BunchOfCaps.
Renamed a few methods that were misnomers.
Compiles but doesn't work.
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usual way
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them if fail.
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attach) work well again.
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Addresses http://opensimulator.org/mantis/view.php?id=5444
Fix is to stop the asset transaction calling UpdateInventoryItem() since the caller is doing it anyway, which is more correct.
This did not effect scripts.
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the agent and all attachments. Preserves backwards compatibility -- older sims get passed attachments one by one. Meaning that I finally introduced versioning in the simulation service.
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do not receive this velocity.
This is a minimal fix for the 0.7.1 release, pending a non copy/paste solution.
This hopefully addresses http://opensimulator.org/mantis/view.php?id=5457
The bug was introduced in commit 3ba5eeb
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when velocity is unchanged
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BestAvatarResponsiveness prioritizer.
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agents. Child throttles are based on the number of child agents
known to the root and at least 1/4 of the throttle given to
the root.
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This should correct save all the assets required for the items within the coalesced objects in an IAR. This should also correctly gather the items on hypergrid takes.
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and currently used for all of an avatars attachments by the other
policies. Also changed the way items are pulled from the update queues
to bias close objects even more.
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per Melanie's very good suggestion. The immediate queue is
serviced completely before all others, making it a very good
place to put avatar updates & attachments.
Moved the priority queue out of the LLUDP directory and
into the framework. It is now a fairly general utility.
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DeleteToInventory() is misleading - it is the caller that decides whether to delete or not
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IAR. This still doesn't work proprerly since some required textures/contained item assets might be missing.
From pure code inspection, it looks like the uuid gatherer may get most asset uuids because the scene object serializer naively pulls non-root parts from all contained scene objects into one mega-object. However, root part uuids may well still be missing, and there may be other odd artifacts from this bug.
It appears that storing the size of the coalescence and the offsets is redundant, since one can work out this information from the position data already in the scene object groups.
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this change makes it possible to set an absolute position on a group before it is put into a scene.
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initialized scene presence. Not sure why we are dumping updates
to a client that isn't there yet...
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to the entity update queue. The number of property packets can
become significant when selecting/deselecting large numbers of
objects.
This is experimental code.
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bounding box and offset numbers.
Extend test to check position of objects in the rezzed coalescence.
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CoalescedSceneObjects from the serializer.
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used by the TestRezCoalescedObject() regression test.
This structure matches the existing one for SceneObjects and will allow code to be reused by the uuid gatherer, other tests, etc.
Test is not yet fully implemented due to a bug in rezzing coalesced objects where they all get the same name as the item.
Only one object should get the same name as the item, which appears to be the one selected last when the the objects were coalesced in the first place.
This bug will be addressed shortly.
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