| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
| |
* This reveals that the problem with saving scripts in a non-home region in multi-region configurations is due to a CAPS setup issue
* For some reason the client is still using the CAPS on the region it just came from, causing the ScenePresence lookup to fail (since the presence is now, correctly, a child agent).
|
|
|
|
|
| |
* Remember, your admin user and estate managers can move locked objects that are not owned by them. That functionality differs from the Linden way of thinking and it's by design! It is not a bug! Create a non-god user and use that as your normal account.
|
|
|
|
|
|
| |
* Thanks krtaylor
|
|
|
|
| |
Life About box when using non-ASCII encodings (bug #769).
|
|
|
|
|
|
|
|
|
|
| |
already have received
* The warning will be
[USER TEXTURE DOWNLOAD SERVICE]: Received {0} requests for already dispatched texture {1} from client {2}
This is to see whether the texture packet queue memory leak is caused by clients continually re-requesting textures they should already have
|
| |
|
|
|
|
|
| |
Thanks to DrSchofld for pointing this out.
|
|
|
|
|
|
|
| |
* Should help stop any InvalidOperationExceptions caused by concurrent read/write
* The extra locking should be okay, but I'm really surprised we've got away without mucho crashes due to this...
|
|
|
|
| |
is deleted from the region
|
|
|
|
|
|
| |
* Now the operation will just fail and post a message to the log instead, which may be mysterious to the client but isn't so brutal
|
| |
|
| |
|
| |
|
|
|
|
|
|
| |
* Thanks for DrScofld for drawing attention to this
|
|
|
|
|
|
|
|
| |
structs (such as LLUUID) are considered values by mono. comparing them against null makes no sense and the mono compiler will flag that as evaluating to always false --- except if "cleverly" disguised. the attached patch fixes such an occurrence in OpenSim/Region/ScriptEngine/Common/ScriptEngineBase/AsyncCommandPlugins/SensorRepeat.cs.
[yes, i'm on a crusade against comparing structs against null, go ask jradford from libsl ;-)]
|
|
|
|
|
|
|
| |
location box and go to that region if it's there. If no close match was found, it sends you home. This is tested on mySQL. There's untested code on grids that are based on sqlite and MSSQL. The SQL statements *should* be right, but your results may very.
* Ex, if you want to go to Wright Plaza, you simply need to type Wright Plaza in the start location in the client when you log-in.
|
| |
|
| |
|
| |
|
|
|
|
|
| |
* Server now listens to the client's start location request for 'home' or 'last' and sends the user to the home location or the last location.
|
|
|
|
| |
AssetCache for it if we know it's missing.
|
|
|
|
|
|
|
|
| |
inventory (again)
* Can't just do this fix since it stops subfolders working (though it appears subfolder renaming may be fubar at the moment)
|
| |
|
|
|
|
|
|
| |
* Tell the log whether the sim is started in standalone or grid mode
|
| |
|
| |
|
|
|
|
|
|
|
|
|
| |
textures (probably for some good reason) by dropping all subsequent requests after the first reply.
* Print out a console message every 20 tries rather than every single one.
* This weakens the problem but does not eliminate it
|
| |
|
| |
|
|
|
|
|
|
| |
* Indulge in my fetish for console message conformity
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Here's a diff of the changes I have made in support of the following LSL
script functions.
llSetScriptState
llGetScriptState
llCSV2List
llListRandomize
llList2ListStrided
llListFindList
llResetOtherScript
llGetScriptName
It was necessary to modify ExecutorBase in support of the ScriptState
implementations.
I also modified SceneObjectPart and SceneObjectPart.Inventory to
corrects a quoting mismatch in the commentary that through off live
parsing of the files.
I also simplified the State definition at the start of BuiltinCommands.
|
|
|
|
| |
probably a lot more then it should? )
|
|
|
|
| |
http://opensimulator.org/wiki/OSSL_TextureDrawing for function prototypes and example script. Will expand that page later.
|
|
|
|
|
|
|
| |
now show up.
Most likely still some problems and most like needs some more work (and still a couple of things to finish off).
|
| |
|
|
|
|
|
|
|
|
| |
prim at a time.
* Teaches me not to say stuff like 'this is now working'
|
| |
|
|
|
|
|
|
|
| |
* Even very rapid linking/delinking should now behave normally. Terse updates still occur as before
* Hopefully this ends the recent linking problems - please let us know if there are more
|
| |
|
|
|
|
|
|
|
| |
* Currently, terse updates are back, and extremely rapid linking and delinking will only break occasionally
* More work to do here
|
|
|
|
|
| |
* Fixed a compile error.
|
|
|
|
|
|
| |
* Normalized some UUID handling
* Compacted a few Contains/Add into Set
|
|
|
|
| |
was suggesting that the SceneObjectPart was null, so added a null check, to make sure the sceneobject to be attached is found before attempting the attachment.
|
|
|
|
| |
issue. Queue is only threadsafe if its a public static member, which in this case it wasn't. And we were locking it during both enqueues and dequeues. So have added those locks to a syncObject. But it still needs testing on a high load region, as that seems to be when the exception happened.
|
| |
|
|
|
|
|
|
|
|
|
|
|
| |
flattening the selected area.
* Noise, and Noise-Area brushes now use Perlin noise, more closely simulating the method LL uses officially.
* TerrainModule has been cleaned up slightly.
* TerrainUtil class has several new functions related to seeded noise generation.
* Extracted ITerrainEffect, ITerrainFloodEffect, ITerrainLoader, ITerrainPaintableEffect, TerrainChannel to seperate files.
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
| |
size. Helps make the fonts crisp when using vector renderer as a
text board.
|