| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
|\ |
|
| |
| |
| |
| | |
agent id anyway
|
| |
| |
| |
| |
| | |
This allows NPCs to be sensed as agents by LSL sensors rather than as a specific NPC type (which is currently an OpenSimulator-only extension).
Wiki doc on this and other recent NPC functions will follow soon
|
|\ \
| |/
| |
| |
| | |
Conflicts:
OpenSim/Region/Framework/Scenes/SceneGraph.cs
|
| | |
|
|\ \
| |/ |
|
| |
| |
| |
| | |
Support for viewer side of telehub management. Can manupulate Telehubs and SpawnPoints from the viewer estate managemnt tools. This is a work in progress and does not yet persist or affect teleport routing.
|
| |
| |
| |
| | |
This allows a way to manually clear pending image queue requests for debug purposes
|
| |
| |
| |
| | |
Back out some of the oar monitoring for the time being. Need to find a better way to get feedback. Will re-visit this soon.
|
|\ \
| |/ |
|
| | |
|
|\ \
| |/
| |
| |
| |
| |
| |
| | |
Conflicts:
OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
|
| |
| |
| |
| | |
Fix triggering of alerts when rezzing first script to an empty region, add login disable when loading oars.
|
|\ \
| |/ |
|
| | |
|
| |
| |
| |
| | |
This is being done outside the npc module since the check is meaningless for region module callers, who can fake any id that they like.
|
| |
| |
| |
| | |
methods and expose on interface for external calls.
|
|\ \
| |/ |
|
| | |
|
|\ \
| |/ |
|
| |
| |
| |
| |
| |
| | |
commands.
Eliminate redundant one line methods
|
| |
| |
| |
| | |
This is so that we can inspect the image download queue (texture download via udp) for debugging purposes.
|
|\ \
| |/
| |
| |
| | |
Conflicts:
OpenSim/Region/Framework/Scenes/ScenePresence.cs
|
| |
| |
| |
| |
| |
| | |
a particular baked texture, if any.
This is for debugging to relate texture console entries back to particular users on the simulator end.
|
| |
| |
| |
| | |
owner, can be destroyed only by the owner and only the owner can save their appearance. Added "NPC" as a flag to llSensor to sense NPCs and exclude them from "AGENT" results.
|
| |
| |
| |
| | |
owner, can be destroyed only by the owner and only the owner can save their appearance. Added "NPC" as a flag to llSensor to sense NPCs and exclude them from "AGENT" results.
|
|\ \
| |/
| |
| |
| | |
Conflicts:
OpenSim/Services/Connectors/Asset/AssetServiceConnector.cs
|
| |
| |
| |
| | |
decoded, instead of just success/failure
|
| |
| |
| |
| |
| |
| | |
JPEG2000 decode of an asset
For debugging purposes.
|
| |
| |
| |
| |
| |
| | |
service command be "show asset" instead of "show digest" this time.
Last time I accidnetally just changed the usage message.
|
| |
| |
| |
| |
| |
| | |
Make them conform with service side commands.
This stops them appearing twice when Hypergrid is enabled.
|
| |
| |
| |
| | |
texture ids were available for the rebake request
|
|\ \
| |/
| |
| |
| |
| | |
Conflicts:
OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
|
| |
| |
| |
| |
| |
| |
| |
| | |
from the server end.
This is not as useful as it sounds, since you can only request rebakes for texture IDs already received.
In other words, if the viewer has never sent the server this information (which happens quite often) then it will have no effect.
Nonetheless, this is useful for diagnostic/debugging purposes.
|
|\ \
| |/ |
|
| |
| |
| |
| | |
as this is updating SOG/SOP.GroupID, which is arguably generic.
|
|\ \
| |/ |
|
| |
| |
| |
| |
| |
| |
| |
| | |
AvatarFactoryModule from AppearanceInfoModule so that it can be used in debug (inactive).
Further filters "debug packet <level>" to exclused [Request]ObjectPropertiesFamily if level is below 25.
Adjust some method doc
Minor changes to some logging messages.
|
|\ \
| |/ |
|
| |
| |
| |
| |
| |
| |
| | |
This is handled by treating UUID.Zero as a special case.
Currently, asking for the "none" group returns nothing because XMLRPC groups, at least, is not properly handling this case.
It may be better in the future to have GroupsModule return an appropriate GroupsData structure instead or require the underlying services to behave appropriately.
This is a further component of http://opensimulator.org/mantis/view.php?id=5588
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
created in that client session, or if no other action has been performed on the object.
There were two problems here:
1) On object group update, we looked for the group is the IClientAPI group cache rather than in the groups service. This fails to groups created newly in that session
2) On object group update, we weren't setting the HasGroupChanged flag. This meant that the change was not persisted unless some other action set this flag.
This commit fixes these issues and hopefully addresses http://opensimulator.org/mantis/view.php?id=5588
This commit also moves HandleObjectGroupUpdate() to the GroupsModule from the Scene.PacketHandlers.cs file
|
| |
| |
| |
| | |
XmlRpcGroupsServicesConnectorModule so that we can record cache misses
|
|\ \
| |/
| |
| |
| |
| | |
Conflicts:
OpenSim/Framework/RegionInfo.cs
OpenSim/Region/Framework/Scenes/ScenePresence.cs
|
| |
| |
| |
| | |
IsColliding
|
|\ \
| |/ |
|
| | |
|
|\ \
| |/
| |
| |
| | |
Conflicts:
OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
|
| | |
|
| |
| |
| |
| | |
in favour of IClientAPI.ISceneAgent.IsChildAgent instead.
|