| Commit message (Collapse) | Author | Age | Files | Lines |
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added
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with local user IDs. If that happened by accident, too bad, foreign user can't come in with that ID. This test is a consequence of not having truly global names yet.
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authentication (in safemode only) upon CreateChildAgents. All of this for Hypergrid users too. This addresses assorted spoofing vulnerabilities.
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normal runtime thread
* This may eliminate the occasional archive test freezes, since they appeared to occur when somehow the asset server didn't pick up on the presence of a request in the asset
quque
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when we're looking up the profile...
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rather than multi-threaded (which may be behind the occasional test freezes)
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having Initialise() and Initialize() in the same class - very difficult to read.
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* Vehicles do NOT work. This is just organization and a bit of logical code to make doing vehicles easier
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avatar interests update.
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region modules to use another region module's interfaces and events in
a scene context
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singularity.
* WebStatsModule doesn't crash on restart. GodsModule doesn't crash when there is no Dialog Module. LLUDPServer doesn't crash when the Operation was Aborted.
* ODEPlugin does 'Almost NaN' sanity checks.
* ODEPlugin sacrifices NaN avatars to the NaN black hole to appease it and keep it from sucking the rest of the world in.
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- Fixed some locking issues. Either lock, or don't (if you don't have to). Only locking access half of the time won't work reliably.
- Had to adapt test helpers that use the "old" IRegionModule. TerrainModule isn't one anymore.
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before ICommander times
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* Introduced preprocess step in FetchAsset (Might revert this later)
* Some minor CCC
* Added actual implementation of GetUserProfile( uri ) and the corresponding handler to OGS1.
* Introduced non-functioning GetUserUri( userProfile) awaiting user server wireup (this might move elsewhere)
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routine for when the asset we're looking up isn't an image at all. (did someone set the texture on the side of a primitive to some other kind of asset with the script engine?)
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option at this point is going to give us a NullReferenceException
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probably just makes the decoder break somewhere else.
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files
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in SceneGraph to fast dictionary lookups.
Includes a regression fix for attachments by myself.
Fixes Mantis #3312
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they are processed by the modules rather than sent to the client
directly. Allows friends and group requests and responses to be saved, too
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Fixes Mantis #2929
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attachments. Convert base types to LSL types for event marshalling through
IScriptModule to avoid parameter errors.
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This is sent to all root prims of all attachments of an avatar when the
animation state changes. llGetAnimation() can thenbe used to find the
new movement animation. This eliminates the need for fast timers in AOs
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* Interfaces now live in Interfaces subdirectory.
* Namespace does not yet reflect this change.
* Final namespace for MRMs will probably sit somewhere around OpenSim.Extend.MRM[?]
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Fixes Mantis #3421
Change the agent/avatar events subscriptions to just OnNewClient. The data only needs to be sent once and keeping track of log ins/movements is not required. This will also send cloud data to child agents so that they can see clouds above neighbouring regions not just regions that they have visited.
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now.
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Interface. (blame prebuild)
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to a central server via REST, for centralized XMLRPC routing.
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xmlrpc_uri(string) in response to a OpenRemoteDataChannel call. The string
is the fully qualified URI to post XMLRPC requests for that script to.
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UUIDs with a central marshaller for grids, or publish the ULS for objects
elsewhere.
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publication
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of objects from the scene, and of scripts from objects. This facilitates
the development of modules that can register prims with externall servers
for inbound email and XMLRPC. Currently implemented in XEngine only.
Also applying cmickeyb's compiler locking patch, since it seems risk-free.
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Committed with comment changes.
Fixes Mantis #3412
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* Return different values for llCloud() over time based on a cellular automation system.
* Thanks aduffy70!
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* Make llGroundSlope() return correct results
* Thanks aduffy70!
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* Revamps the server side texture pipeline
* Textures should load faster, get clogged less, and be less blurry
* Minor tweak to ensure the outgoing texture throttle stays private.
* Fixes mantis 3440
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Addresses Mantis #3381
The current implementation works as expected if the object has no rotation or
only rotation around the Z axis; you can spin the object left or right (around
the world Z axis).
It works a little unexpectedly if the object has a non-Z-axis rotation; in this
case the body is spun about its local Z axis, not the world Z-axis. (But SL
also behaves oddly with a spin on an arbitrarily rotated object.)
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