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* Fix indentation and issues where tabs were used instead of spaces in commit ↵Justin Clark-Casey (justincc)2012-09-121-7/+8
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* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2012-09-121-1/+1
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| * Allow an incoming identifier to be specified for a JsonStore.Mic Bowman2012-09-111-1/+1
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* | Documentation of economy-related EventManager eventsSignpostMarv2012-09-121-0/+21
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* documentation (OnSceneObjectPartCopy)SignpostMarv2012-09-111-0/+3
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* documentation (OnRemovePresence)SignpostMarv2012-09-111-0/+7
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* documentation (OnNewPresence)SignpostMarv2012-09-111-0/+7
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* documentation (OnClientConnect)SignpostMarv2012-09-111-0/+9
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* documentation (OnBackup)SignpostMarv2012-09-111-0/+7
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* documentation (OnTerrainTick)SignpostMarv2012-09-111-0/+7
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* documentation (OnTerrainTainted)SignpostMarv2012-09-111-0/+7
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* documentation (OnClientMovement)SignpostMarv2012-09-111-0/+7
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* Documenting some of the events on ↵SignpostMarv2012-09-111-0/+8
| | | | OpenSim.Region.Framework.Scenes.EventManager (OnFrame)
* implementing per-region configuration of limits on the number of prims one ↵SignpostMarv2012-09-092-0/+29
| | | | | | | | can have in a linkset Applied with changes - patch was based on a repo different from core Signed-off-by: Melanie <melanie@t-data.com>
* refactoring to allow Scene.GetLandData to accept Vector3 as an argument. ↵SignpostMarv2012-09-081-0/+10
| | | | Note that the prior work on LSL_Vector implicit operators means one does not need to explicitly cast a LSL_Vector to Vector3
* If reusing dynamic textures, do not reuse small data length textures that ↵Justin Clark-Casey (justincc)2012-09-061-3/+54
| | | | | | | | | fall below current viewer discard level 2 thresholds. Viewer LL 3.3.4 and before sometimes fail to properly redisplay dynamic textures that have a small data length compared to pixel size when pulled from cache. This appears to happen when the data length is smaller than the estimate discard level 2 size the viewer uses when making this GetTexture request. This commit works around this by always regenerating dynamic textures that fall below this threshold rather than reusing them if ReuseDynamicTextures = true This can be controlled by the [Textures] ReuseDynamicLowDataTextures config setting which defaults to false.
* adding utility method for getting SceneObjectGroup from sceneSignpostMarv2012-09-061-0/+12
| | | | Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
* adding utility method for getting SceneObjectPart from sceneSignpostMarv2012-09-061-0/+12
| | | | Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
* formattingSignpostMarv2012-09-041-6/+6
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* although the attachmentPoint argument is a uint, zero is not a valid ↵SignpostMarv2012-09-041-1/+4
| | | | attachment point
* adding support for static method script invocationsSignpostMarv2012-08-311-2/+9
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* adding documentation to script invokation methodsSignpostMarv2012-08-311-0/+22
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* This partially implements the LSL function to set the responseMic Bowman2012-08-291-0/+2
| | | | | | | | type for an HTTP request. Since the "official" LSL function limits the use of the response type, it is implemented as osSetContentType with a string for the content mime type and a threat level of high. With this function you should be able to implement rather functional media-on-a-prim application with much less difficulty.
* Fix regression introduced in a0d178b2 (Sat Aug 25 02:00:17 2012) where ↵Justin Clark-Casey (justincc)2012-08-291-2/+34
| | | | | | | | | | | folders with asset type of 'Folder' and 'Unknown' were accidentally treated as system folders. This prevented more than one additional ordinary folder from being created in the base "My Inventory" user folder. Added regression test for this case. Switched tests to use XInventoryService with mostly implemented TestXInventoryDataPlugin rather than InventoryService Disabled TestLoadIarV0_1SameNameCreator() since this has not been working for a very long time (ever since XInventoryService) started being used since it doesnt' preserve creator data in the same way as InventoryService did and so effectively lost the OSPAs. However, nobody noticed/complained about this issue and OSPAs have been superseded by HG like creator information via the --home save oar/iar switch.
* Add experimental DynamicTextureModule.ReuseTextures flag, currently only ↵Justin Clark-Casey (justincc)2012-08-281-1/+13
| | | | | | | | | | | configurable on compile. Disabled (status quo) by default. This flag makes the dynamic texture module reuse cache previously dynamically generated textures given the same input commands and extra params for 24 hours. This occurs as long as those commands would always generate the same texture (e.g. they do not contain commands to fetch data from the web). This makes texture changing faster as a viewer-cached texture uuid is sent and may reduce simulator load in regions with generation of lots of dynamic textures. A downside is that this stops expiry of old temporary dynamic textures from the cache, Another downside is that a jpeg2000 generation that partially failed is currently not regenerated until restart or after 24 hours.
* Add IDynamicTextureManager.ConvertData() to match AsyncConvertData(). ↵Justin Clark-Casey (justincc)2012-08-281-1/+1
| | | | Remove mismatching ConvertStream() where there is no AsyncConvertStream and neither IDynamicTextureManager implementer implements this method.
* minor: Fix bad log message for failure to create an inventory folderJustin Clark-Casey (justincc)2012-08-251-1/+1
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* Log initial script startup info notice when xengine actually starts to do ↵Justin Clark-Casey (justincc)2012-08-251-1/+1
| | | | this for debugging purposes, rather than before it actually starts to do this.
* Extend "Restarting scripts in attachments" debug log message to show actual ↵Justin Clark-Casey (justincc)2012-08-241-1/+3
| | | | name of user and the region they are in
* If a connecting scene presence is replacing an existing scene presence then ↵Justin Clark-Casey (justincc)2012-08-241-1/+1
| | | | bypass close checks.
* Pass the "attachToBackup" bool given to SceneGraph.AddNewSceneObject() down ↵Justin Clark-Casey (justincc)2012-08-241-1/+1
| | | | | | | into the 3-parameter AddNewSceneObject() method instead of always hardcoding true. This doesn't affect any core OpenSimulator code since all callers were passing true anyway But it allows region modules to create objects that are never persisted.
* Fix bad child prim permissions that can make objects change perms after rezzingMelanie2012-08-243-3/+39
| | | | Port from Avination
* refactoring out SetFaceColorSignpostMarv2012-08-201-52/+15
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* making use of implicit operators and Util.Clip handling of Vector3SignpostMarv2012-08-201-21/+26
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* single operation for PRIM_COLORSignpostMarv2012-08-201-0/+49
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* fix typoSignpostMarv2012-08-201-1/+1
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* Add --force flag to "kick user" console command to allow bypassing of recent ↵Justin Clark-Casey (justincc)2012-08-202-4/+7
| | | | | | | | | race condition checks. This is to allow a second attempt to remove an avatar even if "show connections" shows them as already inactive (i.e. close has already been attempted once). You should only attempt --force if a normal kick fails. This is partly for diagnostics as we have seen some connections occasionally remain on lbsa plaza even if they are registered as inactive. This is not a permanent solution and may not work anyway - the ultimate solution is to stop this problem from happening in the first place.
* fixing bug that get/set the wrong property for prim types other than sphere ↵SignpostMarv2012-08-171-1/+2
| | | | & box
* implementedSignpostMarv2012-08-171-0/+50
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* BulletSim: Properly regenerate hulls when objects made physical.Robert Adams2012-08-171-8/+8
| | | | | This fixes the problem of non-base shapes (cubes and spheres) falling through the terrain.
* Modify order of code so SOP doesn't set the physics actor flyingRobert Adams2012-08-171-7/+12
| | | | | | property multiple times every time Update is called. This eliminates zillions of settings which is better for BulletSim. The should be no functionality change.
* Correct an exception report in SceneObjectPart so it outputs the stack.Robert Adams2012-08-151-1/+1
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* enables configurable minimum sizes for physical & non-physical primsSignpostMarv2012-08-154-20/+93
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* Add support for the extra params to scene and the event managerMelanie2012-08-152-0/+62
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* Add a skeleton for a name value storage associated with regionsMelanie2012-08-153-0/+15
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* Allow the use of the region debug console found in recent viewers. This consoleMelanie2012-08-141-0/+39
| | | | | | | will be available to estate owners and managers. If the user using the console had god privs, they can use "set console on" and "set console off" to switch on the actual region console. This allows console access from within the viewer. The region debug console can coexist with any other main console.
* Lay some groundwork for temp attachments. Decouple attachments from inventory.Melanie2012-08-142-2/+2
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* Restore SOG constructor chaining removed in recent 513b77b. This is not a ↵Justin Clark-Casey (justincc)2012-08-031-1/+1
| | | | functional change.
* Move previously unadvertised SendPeriodicAppearanceUpdates setting from ↵Justin Clark-Casey (justincc)2012-08-031-1/+7
| | | | | | | | | | [Startup] to [Appearance] config section. Add description and default of false (as before) to OpenSimDefaults.ini If set to true, this config switch will resend avatar appearance information (a small amount of UUID data, not the baked textures themselves) to other avatars in the sim every 60 seconds. For me, this has helped with situations where avatars appear persistently grey - the LL viewer sometimes did not appear to request assets the first time the appearance data was sent. However, this switch will not help with other appearance failure situations (e.g. failure to bake assets). This setting is experimental but will not have any significant impact on the simulator if turned to true.
* refactor: rename SOG.RezzingObjectID to SOG.FromPartID to match ↵Justin Clark-Casey (justincc)2012-08-032-2/+2
| | | | FromFolderID, FromItemID and to reflect that it's a SOP ID rather than a SOG ID.