| Commit message (Collapse) | Author | Files | Lines |
|
Fixes: Undo, T-pose of others on login, modifiedBulletX works again, feet now stand on the ground instead of in the ground, adds checks to CombatModule. Adds: Redo, Land Undo, checks to agentUpdate (so one can not fall off of a region), more vehicle parts. Finishes almost all of LSL (1 function left, 2 events).
Direct flames and kudos to Revolution, please
Signed-off-by: Melanie <melanie@t-data.com>
|
|
These patch should allow people using systems that do not have their locale set to En_US or similar to use OpenSim without suffering effects such as being a million miles up in the air on login.
The problem was caused by parsing strings without forcing that parse to be En_US (hence different decimal and digit group symbols were causing problems).
Thanks very much to VikingErik for doing the legwork on this fix and phacelia for spotting it in the first place.
|
|
lots of other obsolete configs.
|
|
* Handle logout properly. This needed an addition to IClientAPI, because of how the logout packet is currently being handled -- the agent is being removed from the scene before the different event handlers are executed, which is broken.
|
|
fix compilation of mrm scripts using microthreaded parmeter
Thanks ziah
|
|
This reverts commit ec3c31e61e5e540f822891110df9bc978655bbaf.
|
|
|
|
|
|
Signed-off-by: Melanie <melanie@t-data.com>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
appropriate. This changes the behavior of the REST plugins and RemoteAdmin's
region creation process.
|
|
* HG is seriously broken here
* Compiles. Untested.
|
|
will be honored now, while allowed groups will not. This requires additional
groups module integration work
|
|
Signed-off-by: Melanie <melanie@t-data.com>
|
|
|
|
Provisionally applied to fix the naming. Signatures are still subject to change.
Signed-off-by: Melanie <melanie@t-data.com>
|
|
|
|
Applied with change: Changed spelling to Summary (from Summery)
Signed-off-by: Melanie <melanie@t-data.com>
|
|
|
|
ChatEventArgs and retrieves it's value along with the others from the OSChatMessage in HandleChatPackage. With this the MRM Script can check if a ChatEvent is coming in on a specifc Channel. The Second Part adds the Method say(string msg , int channel) to send a chat message on the specified channel. The idea behind this is to enable MRM's to communicate with regular LSL or OSSL Scripts so that they may can act as a Backend to access a Database or do business Logic for those Scripts.
Signed-off-by: Charles Krinke <cfk@pacbell.net>
|
|
Mantis #4456: Patch to implement some minor MRM Functions : SitTarget,
SitTargetText, TouchText and Text
|
|
It may be possible to reintroduce this if someone wants to implement a Python hookup for OpenSim scripting (I'm sure it can't be too hard).
Might be possible to import wholesale from modrex
See http://opensimulator.org/mantis/view.php?id=4395
Thanks mpallari
|
|
|
|
|
|
|
|
|
|
script messages to region modules and sending back replies.
Hook IScriptModuleComms.OnScriptCommand to see commands and use
DispatchReply to reply to the script. It is recommended to pass the "id"
parameter from the event as the "k" parameter of the reply.
The script will receive the reply as a link message from link -1.
|
|
unknown asset type, and log an error if it ever does happen
|
|
Applied with major changes. Core functionality commented pending review
for possible rights escalation. No user functionality yet.
|
|
InventoryDescendents packet. Testing has shown that UDP inventory now
works flawlessly and, unlike CAPS inventory, doesn't download the entire
agent inventory on start. Neither does it incessantly re-request folder
NULL_KEY. Therefore, I have disabled CAPS inventory.
|
|
|
|
|
|
or async to use Scene.ForEachClient() instead of referencing ClientManager directly
* Added a new [Startup] config option called use_async_when_possible to signal how to run operations that could be either sync or async
* Changed Scene.ForEachClient to respect use_async_when_possible
* Fixing a potential deadlock in Parallel.ForEach by locking on a temporary object instead of the enumerator (which may be shared across multiple invocations on ForEach). Thank you diva
|
|
initialized. Ideally, the timers would not initialize unless the module was actually enabled, but Melanie's work on configuring module loading from a config file should make that unnecessary
* Wrapped the Bitmap class used to generate the world map tile in a using statement to dispose of it after the JPEG2000 data is created
|
|
use Watchdog.StartThread(). While your thread is running call Watchdog.UpdateThread(). When it is shutting down call Watchdog.RemoveThread(). Most of the threads in OpenSim have been updated
|
|
|
|
re-prioritizing updates
|
|
Thank you, Fly-Man
|
|
implements a simple distance prioritizer based on initial agent positions. Re-prioritizing and more advanced priority algorithms will follow soon
|
|
so it is clear who/what the broadcast is going to each time
* Removed two redundant parameters from SceneObjectPart
* Changed some code in terse update sending that was meant to work with references to work with value types (since Vector3 and Quaternion are structs)
* Committing a preview of a new method for sending object updates efficiently (all commented out for now)
|
|
Scene
* Added some missing implementations of IClientAPI.RemoteEndPoint
* Added a ClientManager.Remove(UUID) overload
* Removed a reference to a missing project from prebuild.xml
|
|
performance by removing locks, and replace LLUDPClientCollection
* Removed the confusing (and LL-specific) shutdowncircuit parameter from IClientAPI.Close()
* Updated the LLUDP code to only use ClientManager instead of trying to synchronize ClientManager and m_clients
* Remove clients asynchronously since it is a very slow operation (including a 2000ms sleep)
|
|
|
|
|