| Commit message (Collapse) | Author | Files | Lines |
|
if the avatar has never logged in before
|
|
* Take copy now actually takes a copy into inventory rather than the original
|
|
|
|
|
|
* Added the new mapper to the mapper factory
* Made choice of mapper configurable
* This means, in hteory, that we can persist avatar appearance on MSSQL as well
|
|
|
|
Commander with the scene (whoops).
|
|
* Renamed plugin console message, to send a message to a plugin, use either "plugin <message>", or any unrecognised message will be sent ("plugin" sends explicitly) This replaces the old "script <message>".
* Terrain commands - "terrain <command>" now works again. "Script terrain <command>" does not. Many of the commands have now been reimplemented, eg load-tile. However some have new syntax.
* New console command handler, you can now use things like "terrain help" or "terrain save help". See TerrainModule.cs for an example of how to use the new "Commander" class.
* Commander class - advanced processing of console input and also enables a script API to be generated from registered console commands.
|
|
* This update breaks inter-region communications, sorry.
* You will need to run prebuild.
Next, the good;
* This update solves the unexpected binary element when Linux simulators inform windows simulators and vice versa. So Linux Simulators and Windows simulators are 100% compatible again.
* This update introduces an Integer in the prim crossing method to tell the receiving simulator which XML method to use to load the prim that crossed the border. If the receiving prim doesn't support the method, the prim crossing fails and no prims are lost.
That being said, it's best to update all your simulators to this revision at once.
|
|
implemented anyway.
|
|
|
|
|
|
affect once the region and the grid servers have upgraded to this revision
* You may also need to clear your cache before seeing any effect.
* These fixes may or may not affect inventory on the RC client.
* These fixes should make non-root folders work better, stop inventory failure on first login, allow trash to be emptied and make texture picker in object edit view work properly
* Fixes are 1) make initial root folder request wait for async inventory delivery, 2) deliver all folders in the initial login skeleton, not just the root child ones and 3) deal
with situations where we receive child folders from the inventory service before their parent is received.
|
|
Should fix Mantis 838
|
|
sort it out when he gets time.
Most likely doesn't really work in grid mode as the generated textures are marked as temporary and I don't think they are updated to the asset server. We have to either live with these textures being sent to the asset server, and manually clean them out from time to time or wait until there is some asset management system in place.
Also currently the texture is only generated at region startup, it is not updated after terraforming.
|
|
|
|
than just the root child folders
* This may resolve some current problems with non root child folders on standalone installations.
* A fix for the same problem in grid mode will come soon.
|
|
|
|
* Replace the unused default GetInventorySkeleton() impleemntation with an abstract declaration - less confusing this way imho
* Add some comments
|
|
|
|
with, but also blames Tedd for the way the script functions have wrapper methods that call the same named method in a different class, is it my fault if in two such functions, I forget to add "m_LSL_Functions." and instead cause a recursive loop until the stack overflows.
|
|
|
|
This patch implements llMessageLinked.
I had to make a change to llGetLinkNumber to return m_host.LinkNum + 1 for
link sets of more than 1 prim, or 0 for a single object, since according
to:
http://rpgstats.com/wiki/index.php?title=LlMessageLinked
linksets with 2 or more prims start the link numbering at 1, but a single
prims link number is 0.
|
|
(user server timeout)
* Increasing GetUserProfile requests only to 6 seconds from 3
* Not completely sure what effect this will have, though probably not much
* At some point one will have to accept that if the grid servers are taking many many seconds to respond, running using that grid will not be viable.
* Perhaps there should be a big warning up front if grid request times are slower than n seconds.
|
|
* Comments, capitalization
|
|
Some of these may be temporary
|
|
|
|
|
|
|
|
|
|
* Leaving quite a few debug messages in for now to help deal with bugs arising
|
|
|
|
response to osgrid issues)
* Not sure what the effect will be, but can't be any worse than the current constant sim crashes.
|
|
|
|
MySQLDatabaseMapper could be removed from Region.Environment.
Added a using OpenSim.Framework.Data statement to MySQLDatabaseMapper , to try to fix the build problem that has been reported on the mailing list.
|
|
crossing, teleport or logout)
|
|
0.25f; This allows proper positioning of prim based on the face you click. ( Yes, you can click the bottom face of a prim that's above you, and the new prim appears directly below it. )
( Remove ray caster Verbosity )
|
|
0.25f; This allows proper positioning of prim based on the face you click. ( Yes, you can click the bottom face of a prim that's above you, and the new prim appears directly below it. )
|
|
* Not yet removing listeners when a client leaves a region without logging out
|
|
|
|
Framework.Data.Base
We REALLY need to get the db layer sorted soon...
|
|
|
|
|
|
|
|
* It doesn't generate at_target events, because they don't exist yet in the script engine.
* The Tau is different, however, compatible with scripts I tested.
* Not perfect... but pretty good.
|
|
|
|
|
|
|
|
correctly results in the point of collision.
|
|
|