| Commit message (Collapse) | Author | Age | Files | Lines |
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clog
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This is to ensure integrity of animations and script states with regard
to controls pressed or released. No user functionality yet.
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to stop the "folded legs" on simcross
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avatar updates into a single packet.
Applied with changes.
Fixes Mantis #3136
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arbitrary combinations of root and child prims from one or multiple
link sets. Please test throughly and consider things UNSTABLE until
this is proven out.
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Let gods go to nonpublic estates as well.
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If an avatar is sitting when the client disconnects, the avatar
is not disassociated from the SOG on which (s)he was sat. This
produces any, and varied, effects.
I have updated RemoveCLient in Scene, to check, and stand the
client up immediately prior to disconnect. This seems like the
most robust way to handle the situation. Though in this case
it might be worth factoring out the animations from other
standup processing. It does no harm, but in this case it is
entirely redundant.
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Added support for access control lists.
Scene: Added test to AddNewClient for an entry in the access
list when connecting to a region with limited access.
EstateSettings: Added an HasAccess(UUID) property to test for
an entry in the estate's access list.
RemoteAdmin: Add RPC calls for admin_acl_list, clear, add,
and remove.
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llSetPrimitiveParams in a large linkset can disrupt the
entire region. However, when the script is in a large
linkset, it appears to totally lag out the scene and
stops updates from being sent.
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Cleanup tabs and spacing.
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Changes to enable script state persistence across non-restart
serialization situations (inventory/OAR/attachments)
Also fixing test cases for OAR and IAR so they don't barf with the new code.
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An attachment with the physical checkbox checked will not allow the
phantom checkbox to be cleared. This interfers with scripting
functions such as llMoveToTarget(), which won't work while an object
is phantom. If the prim containing the script is rezzed to the ground,
it will then allow the phantom checlbox to be cleared, and the script
works as expected.
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This patch adds few properties to ScenePresence and
thus allows region module or MRM script:
1. Force flying for avatar or,
2. Disable flying from avatar
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* Define low friction and medium bounce for Glass
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This patch adds new property to ScenePresence: SpeedModifier.
With this, one can modify avatars speed from region module
or MRM script.
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starting the thread manually. Fixes mantis #3490.
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OpenSim.Region.Framework.Interfaces and added a TaintTerrain method
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This hooks up the LandManagementModule to handle the DeedParcelToGroup
packet. Now people can start testing land assigned to and owned by groups.
Also fixes a viewer crash issue when searching for and then joining a group
with an agent that is not already being tracked by groups server.
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from asset service, because the inner ones may not be in mem cache.
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crossings introduced in r9110. Fixes mantis #3456.
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* This allows specific requests to be identified.
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handling to XEngine. Add needed stubs to DotNetEngine.
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* Have the test scene always return success for session id authentication for now
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added
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authentication (in safemode only) upon CreateChildAgents. All of this for Hypergrid users too. This addresses assorted spoofing vulnerabilities.
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normal runtime thread
* This may eliminate the occasional archive test freezes, since they appeared to occur when somehow the asset server didn't pick up on the presence of a request in the asset
quque
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region modules to use another region module's interfaces and events in
a scene context
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singularity.
* WebStatsModule doesn't crash on restart. GodsModule doesn't crash when there is no Dialog Module. LLUDPServer doesn't crash when the Operation was Aborted.
* ODEPlugin does 'Almost NaN' sanity checks.
* ODEPlugin sacrifices NaN avatars to the NaN black hole to appease it and keep it from sucking the rest of the world in.
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before ICommander times
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in SceneGraph to fast dictionary lookups.
Includes a regression fix for attachments by myself.
Fixes Mantis #3312
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attachments. Convert base types to LSL types for event marshalling through
IScriptModule to avoid parameter errors.
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This is sent to all root prims of all attachments of an avatar when the
animation state changes. llGetAnimation() can thenbe used to find the
new movement animation. This eliminates the need for fast timers in AOs
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Interface. (blame prebuild)
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UUIDs with a central marshaller for grids, or publish the ULS for objects
elsewhere.
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publication
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Addresses Mantis #3381
The current implementation works as expected if the object has no rotation or
only rotation around the Z axis; you can spin the object left or right (around
the world Z axis).
It works a little unexpectedly if the object has a non-Z-axis rotation; in this
case the body is spun about its local Z axis, not the world Z-axis. (But SL
also behaves oddly with a spin on an arbitrarily rotated object.)
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conditions
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* Now, the 144 unit tests takes roughly as long time to run (16s on my laptop) that the 10 long running takes. The database tests takes forever.
* Feel free to run the unit tests as you code, and the rest before commit.
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* Corrected issue with MRMs where it would attempt to overwrite an already loaded DLL. (and thus fail with cryptic UnauthorizedAccessException.)
* Made DrunkenTextAppreciationModule.cs MRM not crash with StackOverflowException
* Added some temporary logging to MRM World.*
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* Optimizes SceneGraph - fetches on primitives via "GetGroupByPrim" wont search the entire list if the primitive is infact the root. (Core)
* Updates Test MRM.
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as UUIDs
* All existing functionality should be unaffected.
* Database schemas have not been changed.
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