| Commit message (Collapse) | Author | Age | Files | Lines |
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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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spurious triangles in mesh
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Makes items appear in the item type folder, rather than in the root
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Add permissions magling to llGiveInventoryItem,
correct some corner case functionality
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to add the beginnings of llGiveInventory().
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api and compiler out of XEngine"
"First stage in a major Script Engine refactor, that will result in the LSL implementaions ebing reconverged. Not there yet, but one major part is done."
Thank you, Melanie!
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addresses: Rotation of terrains varies between all the formats,
Raw and R32 seem to be the same, while PNG, JPG, BMP all seem
to be rotated 180 degrees different.
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* This is stage 1, the field will be removed from AssetType and the assets table if this change doesn't prove problematic
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first and last name parameters
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single large file
* this is being done for reasons of compositionality
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solves an incorectly spliting and rejoining the passed in
string[] cmdArgs and losing the double quoted separation
of command arguments.
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their pairings and with the others
* This does make some of the names less ideal than others - this should change in the future
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* WARNING: Until both regions upgrade to this revision, prim crossings from regions on this revision to earlier region revisions will not work properly
* e.g. in the attachments cases, the attachments will remain visible but won't be individually detachable
* This change may seem to have more costs than benefits, but I'm doing it because I can soon reuse this changed existing code in another context - it seems better not to
proliferate similar but slightly different xml serializations.
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client session
* change code to use an explicit state variable instead of using SOG.Name = null to signal deletion
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Adds comments to some functions in Meshmerizer.cs.
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World->Region/Estate. Then on the Estate tab, at the lower right hand corner, clicking the 'Add' button and picking an avatar.
* It only persists across reboots for the mySQL datastore currently.
* Currently have stubs in the other datastores.
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* Rebuilt libode.so, ode.dll
* If you roll your own ODE library, make sure to update your opensim-libs.
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plugin. This makes it easy for developers to experiment with alternative communication protocols
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LSL subroutine implementation to solve an infinite loop
in llParseString2List() under certain circumstances.
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Implements terrain bake from Region/Estate dialog and
respects estate settings during terraforming
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'System.OutOfMemoryException' was thrown .Void set_Capacity(Int32), with regards to sphere mesh. Thanks Dahlia!
* Also allows a sphere to be hollow with no cuts or dimples. (walking around inside the sphere).
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throws any exception, we will carry on with the default appearance rather than terminating the client login
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meshmerizer/ode (Initial Implementation) from Dahlia! Thanks Dahlia!!!
* The included patch implements the editor parameters twist, dimple, path cut, and profile cut to the sphere mesh for meshmerizer. The mesh will default back to the geodesic sphere if the parameters are adjusted to beyond a reasonable arbitrarily chosen threshold that would expose too many inverted normals on the mesh.
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Add a .Trim() that was forgotten in a previous patch titled:
[PATCH] Adds an API for for plugins to create new Console commands and Help
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Skipping these because we have no good representation, they just appear as blocks that obscure the rest of the map items.
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never display
on the client.
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32bit images and changed them to 24bit images.
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san serif fonts are a bit easier on the eyes on textures.
Add a new "FontName" attribute that can be used to override
the font type.
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now preserve the bulk of the texture attributes, and force on full
bright. Not tested yet, but shouldn't bother most people.
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initial client update to Scene.AddSceneObject() from some of the SceneObjectGroup constructors
* I think this has been done cleanly from inspection and testing, but if prim creation or load suddenly starts playing up more than usual, please open a mantis
* This also has the effect of stopping the archiver generating ghost in-world prims
* Some code dupliction also removed
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SceneXmlLoader.CreatePrimFromXml2()
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* I'm not sure if this method works on Linux.. but I guess I'll find out :P
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default texture as well as its face textures
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