| Commit message (Collapse) | Author | Age | Files | Lines |
... | |
| | | |\ |
|
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
spurious errors and "script saved" messages when script properties were changed.
Viewers since at least Linden Lab 1.23 use the script upload capability to save script changes.
It's unknown whether the commented out code was working for very old viewers or not.
Code is commented out to reduce complexity and so that useful error messages don't need to be removed.
If there is a substantial population using extremely old viewers that can't upgrade to a newer version 1 viewer (e.g. 1.23) or similar TPV then this can be revisited.
|
| |/ / / |
|
| | |/
| |/|
| | |
| | |
| | |
| | | |
cf73afec356eed30e169be3ce71edad89b4fdb37
Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
|
| |/
| |
| |
| | |
agent id anyway
|
| |
| |
| |
| |
| | |
This allows NPCs to be sensed as agents by LSL sensors rather than as a specific NPC type (which is currently an OpenSimulator-only extension).
Wiki doc on this and other recent NPC functions will follow soon
|
| | |
|
| |
| |
| |
| | |
belongs to an NPC in the region. FALSE if not or if the NPC module isn't present.
|
| |\ |
|
| | |\ |
|
| | | |
| | | |
| | | |
| | | | |
spawn points
|
| | |/
| | |
| | |
| | |
| | |
| | | |
http://wiki.secondlife.com/wiki/LlManageEstateAccess
Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
|
| | |
| | |
| | |
| | | |
I had code made additions to the map module that was based on the earlier work that I did before Melanie made improvements. Updating the new code to incorporate the same changes.
|
| |/
| |
| |
| |
| |
| |
| | |
NPC, the npc's own key for an 'unowned' NPC and NULL_KEY is the input key was not an npc.
llGetOwnerKey() could also be extended but this does not allow one to distinguish between an unowned NPC and some other result (e.g. 'no such object' if NULL_KEY is the return.
Also, any future extensions to LSL functions by Linden Lab are unpredictable and OpenSim-specific extensions could clash.
|
| | |
|
| |
| |
| |
| |
| |
| | |
in ScriptInstance.
Swallowing exceptions just leads to more mysterious failures later on.
|
| |
| |
| |
| |
| |
| | |
AddInventoryItem() to accept an agent id rather than a full IClientAPI.
This stops some code having to make spurious client == null checks and reduces regression test complexity.
|
| |\ |
|
| | |
| | |
| | |
| | |
| | | |
switches which replace -p|--profile ie: "save oar
--home=http://hg.osgrid.org:80 region.oar"
|
| | |
| | |
| | |
| | | |
opensim-libs). Change BSScene to use new interface.
|
| |/
| |
| |
| | |
RezNewScript() and rename one RezScript() to RezScriptFromPrim()
|
| |\ |
|
| | |
| | |
| | |
| | |
| | |
| | | |
http://wiki.secondlife.com/wiki/LlGetParcelMusicURL
Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
|
| | |\
| | | |
| | | |
| | | |
| | | | |
Conflicts:
OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
|
| | | |\ |
|
| | | | | |
|
| | | | |
| | | | |
| | | | |
| | | | | |
ObjectCreateDelegate, ObjectDeleteDelegate
|
| | |/ /
| | | |
| | | |
| | | | |
cover a potential nullref
|
| | | |
| | | |
| | | |
| | | | |
updates bin/LocalUserStatistics.db
|
| |/ /
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
prevent ODE crashes on simulators running more than one region.
It turns out that calls to Collide() are not thread-safe even for objects in different ODE physics worlds due to ODE static caches.
For simulators running multiple regions, not serializing calls from different scene loops will sooner or later cause OpenSim to crash with a native stack trace referencing OBBCollider.
This affects the default OPCODE collider but not GIMPACT. However, GIMPACT fails for other reasons under some current simulator loads.
ODE provides a thread local storage option, but as of ODE r1755 (and r1840) DLLs compiled with this crash OpenSim immediately.
|
| |/
| |
| |
| | |
config sections or files a bit more user friendly.
|
| |\ |
|
| | | |
|
| | |
| | |
| | |
| | |
| | |
| | | |
STATISTICS to count the number of times clients are disconnected due to ack timeouts.
This has been broken for a long period and would only ever show 0.
|
| | |
| | |
| | |
| | | |
OnObjectDuplicate
|
| | | |
|
| |\ \
| | |/ |
|
| | | |
|
| | |
| | |
| | |
| | | |
spwan point positioning on rotated telehubs.
|
| | | |
|
| | | |
|
| | |
| | |
| | |
| | | |
additional redundant information.
|
| | | |
|
| | | |
|
| | | |
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
This is damage control es EstateSettings is not the place this can be put.
EstateSettings is nt unique to a region and therefore would introduce
a hard limit of one telehub per estate, completely shutting off the
option of having SL style telehubs, e.g. one per region. Whole
estate teleport routing can still be implemented id desiresd, this
way all options are open while the other way most options get closed
off.
|
| | |
| | |
| | |
| | | |
Telehub settings now persist to the database and are saved across sim restarts. So-far this only works on MySQL. this is a work in progress, teleport routing is not yet implemented.
|
| | |\ |
|
| | | |
| | | |
| | | |
| | | | |
Support for viewer side of telehub management. Can manupulate Telehubs and SpawnPoints from the viewer estate managemnt tools. This is a work in progress and does not yet persist or affect teleport routing.
|
| | |/
| |/|
| | |
| | | |
error log lines.
|