| Commit message (Collapse) | Author | Age | Files | Lines |
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servers count, to see if this solves Ursula's inventory problem
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code. Let me know by IRC if there are other problems
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using the estate tools.
* Estate managers get abilities like the region owner for now.
* Estate managers, you'll need to request server admin status to be able to activate the estate tools dialog (haven't figured out why this is the case yet)
* Switching from grid mode to standalone or switching grids will make the stored Estate Manager UUIDs not match up with a valid account so you'll see (waiting) listed there instead of a user until you reset them or go back to the grid you added them from.
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specified in config.
ScriptServer will still not start!
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estate managers.
* You can put UUIDs in those fields to give other users some ability to help manage a sim you own.
* Also started decoding the EstateOwnerMessage packet convolutions.
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* The BlockingQueue exposes Contains so we can make sure we don't add a TextureSender to the queue if there's already one present
* introduced some TryGetValue and various code convention stuff
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the person who sent the request, or (hippos) if it can't find it.
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* Updates OSG1UserServices
* Friends list is now persistent in grid mode.
* You can add, new friends and remove them
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(nant)
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because of dependencies. Made some changes to new LSLString.
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string/integer/float functions too.
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simulator. It saves.
* You can add and remove a friend in grid mode now within the same simulator. It doesn't save yet.
* I got rid of Mr. OpenSim as a friend.. he bothers me /:b...
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problem turned out to be local.
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(temporarily hardcoded) to avoid problems with two scriptengines existing in ScriptEngine folder.
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inventory/OpenSimLibrary - no hardcoded changes are required. For some reason, all the folders are currently
showing up as texture folders, even though they are configured with the same types as the agent inventory folders. This should be resolved soon.
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* Removed a friends module test that I had.
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* Added Friends List methods to IUserData interface
* Created Stub friendslist Database Methods
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ScriptEngine (as opposed to "DotNetEngine") should work for a single region. It will however not work because it doesn't have two-way communication.
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table between local script ID and remote script ID missing)
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and then patch these changes back in. Currently it's not quite ready for 0.5. The down side to this action, is that we loose some performance to the garbage collector for now. Given that the target date for 0.5 is *Two days* from now, I'm taking the initiative to work towards a real stable version.
* This update also fixes scripting and some weird physics reactions
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the same OpenSim Instance.
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raytracing
* Ignored some bins
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and description. Thanks Melanie.
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above the 'hit' prim instead of buried in the ground somewhere.
* Various Refactorings
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exceptions on big updates
* The part now uses the byte[] TextureEntry instead of the object
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packets are now
recycled to improve performance and memory usage.
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scheme won't hold for serialization
* Extracted out the 'old' AddNewPrimitive that places an object at an exact pos, without the raytracing
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* This patch addresses a regression where 5 default textures, including the default "new prim" texture, would not be shown unless in viewer cache.
* Further, it supplies a new plywood texture as the base texture, which is purpose-made from locally photo-sourced material (means i took a picture and made it into a tile), which is closer in appearance and color to the Linden one.
* It changes the default new prim texture UUID to match the UUID generated by the viewer when "default" is clicked, which is a texture UUID hardcoded in some scripts as well, so it would cause compatibility issues if not addressed.
* The patch fixes a number of UUID duplications (same UUID for asset and inventory items) and capitalization issues in the XML files.
* It also includes new versions of 4 other textures, which were no longer loadable in grid mode.
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inventory on other prim coming soon). No more new prim buried in the ground by accident.
* The prim are at the absolute position of the prim you rezzed it on top of + (0,0,0.5) for now.
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so Linux build works again.
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errors, etc.
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Adding some more support to Vectors and Rotations
Description * String->Vector/Rotation added
* Vector * and / a double added.
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* shortened references
* Removed redundant 'this'
* Normalized EOF
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* Charles, this will fix the red issue.
* Same situation, the first run updates the tables (and gives you a ton of red errors), the second run and everything works as expected.
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