| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
| |
packets in rapid fire as quickly as possible. The terrain data sending is now done in a threadpool worker thread over ~10 seconds with a thread.sleep between each packet sending. this hasn't been tested thoroughly, so it might not actually help with the atom bomb terrain (missing patches) but its a simple thing to revert if it makes things worse for anyone.
10 seconds is roughly the time between the region handshake completing and you being in world where you can see your avatar. So normally the terrain still should have loaded by time you get in the region, although it is possible that sometimes you might see the very end of the terrain load just after you arrive.
|
| |
|
|
|
|
|
|
| |
help with the timeouts.
|
| |
|
|
|
|
|
|
|
|
|
|
| |
* Insert the very rough beginning stubs for a save/load OpenSim archive facility that will load/save prim assets (textures & inventory) as well as the prim details themselves
(our existing xml facilities).
* This won't be ready for even rough testing for quite some time.
* I'm doing this directly in the region server for now since this will be quicker to get something working (hence giving me the Serotonin boost that I need). However, there are
very good arguments for later also including it (or moving it entirely) to the separate export executable which Sean stubbed out some time ago.
|
| |
|
| |
|
| |
|
| |
|
| |
|
|
|
|
| |
fails.
|
| |
|
|
|
|
|
|
|
|
| |
information from Scene to OpenSimMain
* This also means the operating system info will show up in the region console (and hence the logs)
|
|
|
|
|
|
|
|
| |
parameter to Scene rather than referencing VersionInfo directly
* Butt ugly solution
|
|
|
|
|
|
|
|
|
| |
"About Second Life" box
* This is the same string as printed out on the opensim region console at startup, so it should now include the svn revision number (if available)
* This dialog box takes an awful long time to come up on my local system - no idea why that is. However, that also seems to have been the case before this revision.
|
|
|
|
|
|
| |
* Please file a mantis if you are not able to use load-xml2/save-xml2 but can successfully use load-xml/save-xml
|
| |
|
|
|
|
| |
processes running.
|
|
|
|
|
|
|
|
| |
* Concurrency issues are resolved because each object makes a memory-only copy of itself and backs up the copy.
* Because of the way this is done, the latest at the time of the backup gets backed up (no functionality change)
* You can move *thousands of objects at a time* and the sim doesn't freeze and wait for the backup to complete.
* This can be enhanced more by dedicating the thread as opposed to starting it when the backup process starts.
|
|
|
|
|
|
|
|
|
|
| |
Fix RequestUpdateInventoryItem so that asset changes
generate a new asset, which is needed for editing
appearance to do the right thing. Persistant appearance
seems to work after this, except you need to rebake textures
some times.
|
|
|
|
|
|
|
| |
get saved to the database. There are still issues on wearing things
after a cleared cache that I'm looking at now.
|
| |
|
|
|
|
|
|
|
| |
a collision mesh for it.
* Sculpties load on startup reliably now and successfully generate a collision mesh as soon as the sculpt texture is available.
|
| |
|
|
|
|
|
|
| |
the name of the contained class.
|
|
|
|
|
|
|
|
|
|
|
| |
provide OSHttpRequest and OSHttpResponse to our REST handler.
also, this adds proper RestPlugin.IsGod() checking against the X-OpenSim-Godkey
HTTP request header.
last, i added XML doc comments to RestPlugin.cs
|
|
|
|
|
|
|
|
|
|
| |
House cleaning ...
Rather than using the variable name EntityList, the variable name
EntitieList was being used. Here's a patch to fix it.
|
|
|
|
|
| |
Fix spelling typo (Thanks ChrisDown for pointing this out)
|
| |
|
|
|
|
|
|
| |
ref in inventory give and also now causes items to appear
in the correct folders now, no longer in the root folder.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
You sure can. This change set restores pants (and the rest of the
default appearance) in grid mode. The
root issue had to do with serializing multi-faced textures to the
grid server. This also restores the lookup path through the avatar
factory module, as that seems the reasonable place to have it live.
Some clean up patches are coming later as well, plus testing on
standalone, but this should be in a good kicking around state for
grid users.
|
| |
|
|
|
|
|
|
|
|
|
| |
HttpListenerResponse respectively.
enhancing IStreamHandler and IStreamedHandler interfaces so that OSHttp{Request,Response} get passed in,
allowing RestHandlers to set response status code, redirections, etc.
|
| |
|
|
|
|
| |
types and null.
|
| |
|
| |
|
| |
|
| |
|
|
|
|
| |
client(param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param); methods!
|
|
|
|
| |
half tiny amount implemented.
|
|
|
|
|
|
|
| |
The money module witll register (claim) an interface slot,
even when disabled. This patch fixes it so that it will not
register to supply this interface unless it's activated.
|
|
|
|
|
|
|
| |
Initialize() section that runs when the module is grabbing config data.
This is run before any Providers are created and thus makes sure we don't
get any more startup crashes.
|
| |
|
|
|
|
| |
method references.
|
|
|
|
|
|
|
| |
to enhance search capability on OpenSim sims using
external search engines such as Metaversink.com and
others.
|
|
|
|
|
|
|
|
| |
baffles me)
it does make setting appearance in grid stick.
|
|
|
|
| |
Melanie. Thanks Melanie!
|
| |
|
| |
|