| Commit message (Collapse) | Author | Age | Files | Lines |
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GetInventorySkeleton
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services) into a separate assembly to parallel OpenSim.Region.Communications.OGS1
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client stack. Committed with changes, see Mantis #1810 for details.
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than inter grid
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The problem I noticed is that when child prims are selected unlike
the Linden server, OpenSim does not return property information - it
only searches the root prims for matches.
What I'm not sure about is whether the parcel prim count taint should
be set or if the root prim should be set as selected (doesn't
seem possible to set the child prim as selected). It does
however fix the problem of the property information
not being sent, so its an improvement (I think!).
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units may not match the Linden implementation.
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r5487.
Also put the unit tests back for Bamboo to execute them, let's see how this
goes.
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Collapses two locks into one to avoid a situation were a List is
cloned under two different locks, resulting in a bad index in
.NET code.
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* more to follow
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are stored in the db.
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Fetches the correct link part to chenge.
Please provide feedback, since I was not able to test all variants of this huge function.
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Corrects reported agent positions.
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the properties a bit to be more consistant with other objects (having things
like .Name .Description, etc).
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(tested on new logins, but need to test that it is triggered on teleports).
This should fix the sitting avatars appearing in a T pose to new users. And possible other animation problems.
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a struct and not a class, it can't be null. So these checks were just
generating compiler warnings on unreachable code.
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update.
This should fix the wrong rotation on existing sitting avatar when logging in bug.
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OpenSim.ini. Default is to use the new mode.
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exception.
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inventory server (see http://opensimulator.org/wiki/Security_vulnerability_brought_by_non-check_inventory_service)
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the user in-world. This method is not yet perfect but is an improvement in accuracy over the existing method.
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attributes to external XML files. Fix issues 1682 and 1786.
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Actually, the exception handler seems to be a valid execution
path here, this needs some love.
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queue may block indefinitely when a single packet is not acked
by the viewer and no others cwfromfor that region are pending.
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SendInitialFullUpdateToAllClients(), and added a replacement SendFullUpdateToAllClients() method. As the old one (now "Initial") has extra steps in it for sending initial updates/date, Not only was this leading to a lot more data being sent than needed to be, every time it was called. It also seems to have been causing the "other Avatars rotating when you sit down" bug.
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resending, timeouts, packet discarding. Add notification event for
packet discarding. Add priority scheduling for packet queues.
Add outgoing duplicate detection facility. Correct packet sequencing.
Make provisions for automatic server side throttle adjustments (comes
in next installment)
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the other service calls
* will post to mailing list about moving this shortly
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region is running standalone
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* This should allow multiple copies of an archive to be loaded into different regions on the same region server
* This shouldn't affect existing operations.
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Terrain revert using the PaintBrushes appears to work OK,
however when using 'apply to selection' the RevertArea
FloodEffect calculates the revert height incorrectly
unless the strength passed in from the viewer is 1.0
Attaching a patch to correctly reset the selected area
to the heights in the revertmap.
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information messages
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are operating
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many were actually located
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as triggering a event. Next step to change the terrain packet resending to use these feature.
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track a packet and if it hasn't been acked within a set time, trigger a IClientAPI event, that the application/scene can handle. Currently only terrain packet tracking is finished, Tracking for initial Prim packets (first full update for a prim) is being worked on. Future improvements would be to make it a more generic packet tracker with callback delegates instead of events.
Add a test event handler (which would fire after a minute if a terrain packet hadn't been acked) to scene to handle the OnUnackedTerrain event, which currently just resends the terrain patch.
The idea of this packet tracking is for the region level application to be able to know if the client stack gave up on sending a packet.
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I found a problem trying to get s value directly from a quaternion q.
Compiling a script which directly access to q.s value, caused the
following error:
CS0103: 'The . symbol cannot be used in LSL except in float values
or vector components'. Detected around: q.s
I did a small change to allow alphabetic letter "s" to be interpretated
as valid identifier. This solves the problem.
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Fixes a couple of places where null reference exceptions were
being caught and ignored rather than null checks being performed.
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