| Commit message (Collapse) | Author | Age | Files | Lines |
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Cause group deeding to apply next owner perms
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out which client connection has closed. So, in multi-region sims, things
can get messy fast.
This introduces a second parameters, which is a Scene object ref. Minor
adjustments to custom modules may be required due to this change.
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cache - Mantis #3819
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Makes an avatars personal voice indicator work with Freeswitch (though not other avatars indicators)
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This patch ensures that the touch positions are set during touch_end
events (currently only working for touch_start and touch events).
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lowers Land
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* "luke, use the sed"
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making HGInventory (client access) work in standalone again. This is the refactoring of what was/is there, but done in the new model. Not complete yet, but key authentication works. It should be enough to make HGInventory work again soon.
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are now in CoreModules/ServiceConnectorsIn, where they belong.
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IGridServices, erroneously. Not sure when this is used, but now it is implemented in the new model of service connectors. Hopefully it works.
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objects, with changes:
- Set OwnerID = GroupID for deeded objects.
- Close a security loophole that would have allowed a user with deed rights in a group to deed ANY object to that group, even if it's not owned by them and/or not set to that group
- Set LastOwnerID correctly. Handle objects vs. prims correctly.
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Region/CoreModules/ServiceConnectorsOut. No functional changes.
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(a) Implements the ICommandableModule interface to clean up the user interface
(b) Uses a specification for a 'copse' (collected group of trees) which permits via an xml file: Tree type; Tree Line (high and low), Seed point; Radius of Copse; Number of required trees; Initial size of seeded tree; maximum size of seeded tree; growth rate; freeze growth state
(c) Multiple Copse may be defined for a region
(d) Growth on individual copse may be frozen or restarted, or all growth disabled/enabled
(e) Copse definitions are persistant, they are reloaded from the trees present on a region restart
(f) All trees in a copse may be removed and the copse definition deleted in one command
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get more functions as we go along. It's a very simple service and service connectors, and it served primarily to establish the design of services that dependent on Scenes and that must always have a local connector. More refactoring coming, as this showed how to do it right.
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http://opensimulator.org/mantis/view.php?id=3741 by disabling the loading of OAR creation information
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from AddRegion()
* This is necessary to avoid a dependency problem where LLStandaloneLoginModule references IInventoryService before the LocalInventoryServiceConnector is registered
* Correct some copypasta log messages in LocalInventoryServiceConnector
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Changing the names of these methods because they were being picked up by
nunit as tests even though they were marked private. Naming them Check*
after the original Test*.
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don't accidentally go on to process them
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failing
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behavior, so they are still commented out.
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simulator. Only a couple left, not important. Also updated the login tests -- Justin, this time I was able to fix this by myself :)
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default
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this new inventory model.
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Several improvements in the connectors themselves.
Several improvements in configurations.
Needed to add a hack in IUserService and UserManagerBase, to be removed when that service is refactored.
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Eat collision errors --- NOTE: this fix might be naive, it seems to
have helped us getting to 81 avatars (whereas we'd crash with 20
before), but it sure would benefit from some check-over by a person
skilled in the art of ODE physics.
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missing. Thank you mcortez!
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Applied with changes:
- removed spammy debug message
- corrected tab formatting
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This change addresses two issues:
[1] It adds a flag field to the blendface call which allows the
caller to indicate whether or not the generated asset is
temporary, and whether or not the asset being replaced should
be explicitly retired fromt the memory cache. The decimal
values correspond to:
0 - Permanent asset, do not expire old asset
1 - Permanent asset, expire old asset
2 - Temporary asset, do not expire old asset
3 - Temporary asset, expire old asset
'3' corresponds to the default behavior seen today, and is
the continued behavior of the non-blendface calls.
[2] The dynamic texture routines are highly-asynchronous and can
be scheduled simultaneously on a multi-core machine. The nature
of the texture management interfaece is such that updates may
be lost, and the nature of asynchornous operation means that
they may be processed out of order. A lock has been added to
ensure that updates are at least atomic. No attempt has been
made to enforce ordering. The lock applies to the SceneObjectPart
being updated and is held for the lifetime of the TextureEntry
used to carry texture updates (the one instance carries all
faces supported by the prim).
Users of these services should remember that the dynamic texture
call is asynchronous and control will be returned *before* the
texture update has actually occurred. As a result, a isubsequent
GetTexture call may not return the expected asset id. A script
must wait for the corresponding TEXTURE_CHANGED event before
retrieving any texture information.
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Fixes Mantis #3784
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are really necessary.
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handlers yet, this is just the OUT part for now. It's not active and nothing in the simulator uses this yet. Just checking it in to start sharing with others. There are a couple of interesting software design points that could use other devs opinions.
Hopefully I added all needed files.
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SL's LSL supports lone idents:
integer x;
x;
as well as lone idents in for-loop assignments:
for (x; x < 10; x++) { ... }
while those are errors in C# (MONO at least). This patch skips lone
idents in such places.
Fixes Mantis #3042.
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