| Commit message (Collapse) | Author | Files | Lines |
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Fully defines the equality operators on the lsl types and plubs
in the script engine side of the work begun in 0001616 (aly, this one's for you)
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not break trunk.
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TODO next is to make the login server read/write a users inventory from the correct server (the inventory url set in a userprofile)
On the region side, although not tested with multiple servers it should work if that inventory url was set, and the inventory servers urls have been added to the CommunicationsManager, using CommunicationsManager.AddInventoryService(string hostUrl)
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a build with VS2005.
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Patch to fix the passed parms and properly show llTakeCamera and
llReleaseCamera as deprecated. Patch for both XEngine and DotNetEngine.
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hers, I mean, fire.
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* Added IClientAPI.SendTexture stub.
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function
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will do more next week.
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extract necessary minimum metadata from asset filenames
* Make all file extensions single - double extensions look ugly and probably aren't good for Windows
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properties, private methods, public methods, etc.
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causes deprecated LSL functions to throw the deprecated
exception rather than not-implemented.
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* code caught lingering around with no real purpose other than causing warnings
will be taken down.
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of course, some are ScenePresences
* would be nice to have a separate list in InnerScene in the future since a lot of methods end up screen entities for SOGs
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* commenting out unused variables
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* commented out [Obsolete(....)] attributes where no replacement feature
was available: if we want to attribute code that we think needs to be
reworked, we should define a new attribute and use that instead
(together with a little tool to retrieve all the attributed code then)
* commenting out unused variables
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SceneObjectPart.SendFullUpdate()
* This means that we will no longer pointlessly repersist all the prims in the scene when OpenSim first starts up
* This also means that force-update on the console will not trigger repersistence.
* Also, in other places persistence is no longer done where it wasn't actually necessary
* I think I changed the code for all instances correctly, but it's not possible that I missed some and some things which did persist properly have stopped
* Please patch or mantis if this is the case
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repersisted on to callers of SceneObjectGroup.SendGroupTeruseUpdate()
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Adds the beginnints of llRemoteLoadScriptPin() and
llSetRemoteScriptAccessPin().
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Currently module loading is done ad-hoc. I propose creating a simple
loader class that leverages Mono.Addins (and perhaps the new .NET
addins when they become available in mono). Attached is a basic
patch for review that compiles into HEAD, but doesn't yet replace
any existing ad-hoc loaders.
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Implements the beginning of llInventoryDrop. Doesn't cover
the actual dropping yet, just the permissions for it.
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and Melanie for helping to finish it.
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* Choice of extensions is a scratch set, may not yet be correct
* This facility is not useable yet - not least because I've just come across a significant save bug I need to investigate
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config file, instead of a ini file. INI files still work the same as they did before, just now if a ini file isn't found, it looks for a OpenSim.xml file (of course in xml format) and if found uses that.
Includes a OpenSim.Example.xml for reference (the default settings saved as a xml file).
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Fixes persistence of variable values to address
broken persistence in the big refactor.
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Adds handlers for the reclaim land functionality,
plus all needed permissions checks.
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Patch to activate YieldProlog on Xengine.
Only adds YieldProlog to assembly if required.
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Fixes:
- Wearable icon and name sreset to default on copy/paste
- Cache is not updated when renaming/moving folders
- Partial refactor to make inventory less dependen on AssetBase having a "Name" field
- Add llGiveInventoryList() function
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OnRequestMapBlocks event (and handler), as when a client sends a map block request it also sends what layer it wants it for 0,1,2. It will always send two requests, one of them being for layer 2 (the overlay layer) and the other one either 0 or 1 depending on the tab that is selected in the client worldmap window. We should also be sending what layer the reply is for in IClientAPI.SendMapBlock (current always set to 0). That will come in next part (most likely at the weekend).
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useful for places that the terrain map is needed in a serialised form. Also could add console commands to save and load from files, which should be faster than .raw files (these load/save commands are not included/implemented)
Add util functions to compress and uncompress strings.
Fixed a couple of modules so they use SceneCommunicationService rather than directly call functions on the CommsManager.
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fares better.
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empty list.
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