| Commit message (Collapse) | Author | Age | Files | Lines |
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Thank you, idb, for a patch to implement the packet and plumbing for
the material settings.
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* Switched it on by default
* Updated OpenSim.ini.example to reflect this
* Caught a UDP Server issue that occurs when the network pipe is saturated
* Still experimental :D
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Causes the dataserver event to return "OpenSim" when running on OpenSim.
Requires ThreatLevel to be "High" or above to function.
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invisiprim refresh scripts get sent to the database and remain there when
the agent logs out. This tries to prevent that.
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In Second Life's implementation of llParseString2List(), all spacer
strings which occur within the source string are included in the
resulting list. In OpenSim's implementation, any spacers occurring
at the beginning of the string are discarded; furthermore, if multiple
spacers occur between non-spacer elements, or at the end of the source
string, only the first spacer is added to the resulting list;
the remainder are discarded.
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Thank you, fusspawn, for an implementation of osGetSimulatorVersion.
This patch removes the llRequestSimulatorData(..., 128) hack and
implements the functionality as an osFunction.
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Thanks tglion for the necessary info to solve an ArgumentOutOfRangeException during region start.
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regions in the in-world map. It currently only returns the first region that
matches the search string; in a future version it will return more search
results.
Note: File added; run runprebuild.
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- Removed MapBlockData.Flags; it isn't used anywhere (maybe MapBlockData.RegionFlags replaced it?)
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- Implemented llMapDestination.
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from the last commit
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* This actually probably doesn't make a huge difference. We still end up resending a massive number of packets in quite a few situations, but it's not easy to consistently
reproduce this.
* Might really need some throttling of packet send to the client on the OpenSim end.
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approximately sent was not being stored in the ack record
* This meant that acks were being sent out every 250ms when the ack timer fired, rather than when they had actually aged past m_ResendTimeout
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changes
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standalone where port wasn't the http port.
* Removed spurious warning message
* More debug in EventQueueGet Module to figure out why we're loosing the handlers.
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* This is a HUGE update.. and should be considered fraut with peril.
* SSL Mode isn't available *yet* but I'll work on that next.
* DrScofld is still working on a radical new thread pump scheme for this which will be implemented soon.
* This could break the Build! This could break your Grid!
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- cleanups and more comments in ChatModule and IRCBridgeModule
- adding Name support in ScenePresence
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to make scripts loaded from oar start
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and a target isn't found, the object is rezzed at 0,0,0 - instead now it will place according to the position sent by the client.
* We may instead want to abort and send a "Cannot Rez Here" message?
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lines 227 - 235 to test.
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A number of the deprecated functions had missing parameters
causing compile errors. These included:
llSound, llMakeExplosion, llMakeFountain, llMakeSmoke,
llMakeFire, llPointAt, llXorBase64Strings, llSetPrimURL
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OS/SL script conformance, implement llSoundPreload and
llRemoteLoadScript to behave as in SL. In SL
llSoundPreload appears to do nothing. In OS
llRemoteLoadScript shouts an error when invoked
"Deprecated. Please use llRemoteLoadScriptPin instead."
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out to a separate class
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minor fixes to osParseJSON.
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* Ignore any exception encountered during shutdown rather than aborting the quit command
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directory
* This is not yet a real module (and is arguably not a region module anyway)
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the functional it actually fulfills
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* This is an initial basic experimental code for inventory import and export from the region server
* Probably not yet ready for general use
* Thanks Kayne!
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Same fix for the DNE
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Fix a null reference exception when the exception thrown by a script
is not a TargetInvocationException
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subroutine down through the physics modules through PhysActor
and SceneObjectPart. No connection to the physics simulators.
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Estate/ Manager Owner Uses the Region/Estate Menu Region TAB,
and uses "Teleport Home All Users..." (Action Button), the
action will complete but no one will be teleported and all
users still function in the region ok.
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