| Commit message (Collapse) | Author | Age | Files | Lines |
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list osGetPrimititveParams(key prim, list rules);
osSetPrimitiveParams(key prim, list rules);
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needed libraries
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refers to prim OWNERS. A new option set, Creators_, is added to allow
selection by script creator. For existing installs, this means no functional
change. The warning from my prior commit doesn't apply anymore.
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would be the IDs of the prim owners in whose prims these functions would
run. This changes it so the UUID is the SCRIPT CREATOR instead. Further,
osfunctions limited by uuid will not run if the creator and owner differ
and the owner has mod rights on the script.
There is still a danger in passing moodifiable scripts to others, as they
can insert a harmful function, then remove the mod rights to make it runnable.
As before, care needs to be taken, but where it was modable prims that were
the risk before, modable scripts are the weak spot now.
In cases where prim owner == script creator == script owner, nothing will
change.
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joins parcels in an area, osParcelSubdivide splits parcels in an area, osParcelSetDetails sets parcel name, description, owner and group owner. Join and Subdivide methods in LandChannel are exposed.
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Fixes Mantis #4703
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was not used, but exactly the same path was calculated inline.
This patch does some minor refactoring by replacing inline path
calculation with GetCompilerOutput. This doesn't actually affect anything,
just minor prettifying of the code
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not the relative rotation of the attachment towards the avatar.
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race condition.
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is fully rezzed and all scripts in it are instantiated. This ensures that link
messages will not be lost on rez/region crossing and makes heavily scripted
objects reliable.
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issues with permissions.
(looks like my commit is going to touch CM files, I'm going to let it do it - eof only)
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licensing.
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TomMeta and was contributed by Meta7.
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This allows scripts to set WindLight parameters for clients connecting
to a region. Currently, this is only supported by the Meta7 viewer.
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Scene and SceneGraph. This was the only change in this patch to keep it isolated from other recent changes to the same set of files.
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GetAvatars have been removed to consolidate locking and iteration within SceneGraph. All callers which used these to then iterate over presences have been refactored to instead pass their delegates to Scene.ForEachScenePresence(Action<ScenePresence>).
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Signed-off-by: Melanie <melanie@t-data.com>
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need to rationalize method names later
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been removed from Data.Null.NullPresenceData
Unfortunately, this meant publicly exposing the underlying service for the connector.
The other solution would be to create alternative initializers for services and connectors where objects could be given directly rather than loaded indirectly through config.
Unfortunately, this would require a lot of work in this case but might be the better way forward.
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modules can use it
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Signed-off-by: Melanie <melanie@t-data.com>
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into presence-refactor
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This brings presence-refactor up to master again
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CreatorID, it doesn't modify database backends or OAR files to support storing/loading it
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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>
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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.
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This was a large, heavily conflicted merge and things MAY have got broken.
Please check!
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callers can use it
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* Moved a few key inventory access methods from Scene.Inventory to an IInventoryAccessModule module
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This merge was very conflicted. I think I got them all, but I can't be sure.
I had to merge to master or risk divergence to the point of unmergeability.
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