Commit message (Collapse) | Author | Age | Files | Lines | ||
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* | * A lot of ugly permissions updates. | Teravus Ovares | 2008-02-10 | 3 | -51/+182 | |
| | | | | | | | | | | ** Created SendFullUpdateToAllClientsExcept(LLUUID) so that permission updates /appear/ to apply immediately ** Separated out the ObjectFlags and the Permission Flags. They're related but not the same ** Added a hack routine to add *back* the objectflags to the client flags because the client hates the way we're doing object permissions ** Updated the clientflags routine to properly tell the client when they can't edit admin objects (objects owned by the sim administrator) even when they're an estate manager(why? >.< argh!) ** Fixed a null sim administrator/estate manager/user from causing permissions to return false even when it should return true. ** Re-added ObjectModify hack to allow collaboration with the allow anyone to move checkbox until we get group permissions done. | |||||
* | Clean up logging calls using String.Format explicitly | Jeff Ames | 2008-02-10 | 19 | -166/+157 | |
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* | *Neb try this update. It might fix it.. it might also cause no parcel to ↵ | Teravus Ovares | 2008-02-09 | 1 | -5/+11 | |
| | | | | be sent. | |||||
* | * added count of texture data bytes and asset bytes | lbsa71 | 2008-02-09 | 1 | -0/+6 | |
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* | * added two new commands (for debug/disaster recovery) | lbsa71 | 2008-02-09 | 1 | -0/+10 | |
| | | | | | | | | 'show assets' shows the current state of the asset cache (number of cached assets, requests, et c) 'clear-assets' forcibly re-initializes the asset cache thereby freeing all cached items. 'clear-assets' is not to be used lightly, as it probably introduces mem inconsistencies and doubling up of textures. | |||||
* | Added undocumented "modules list" command, lists shared region modules. | Tedd Hansen | 2008-02-09 | 1 | -1/+15 | |
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* | Applied patch from mirceakitsune to fix #502 (lower land does the same as ↵ | Jeff Ames | 2008-02-09 | 1 | -1/+1 | |
| | | | | raise land) | |||||
* | * Fixed nebadon's UserServer crash bug from yesterday. | Teravus Ovares | 2008-02-09 | 3 | -2/+40 | |
| | | | | | | * Made Estate tools work for estate managers without needing to request admin status First * Added code to make the Simulator version to be reported in the About box of the client | |||||
* | * Adds Top Shear support to the Meshmerizer for the Cube prim and the ↵ | Teravus Ovares | 2008-02-09 | 4 | -2/+87 | |
| | | | | Cylinder prim. | |||||
* | * Tweaked timing of rapid mesh requests. Helps a race condition. | Teravus Ovares | 2008-02-09 | 1 | -2/+13 | |
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* | * Change logger to handle [<entry>] where <entry> contains non alphabetic ↵ | Justin Clarke Casey | 2008-02-09 | 1 | -1/+1 | |
| | | | | | | | | | characters * Change logger to not print extra line if [<entry>] <text> like string is not logged * Remove more of my previous chatty debugging statements | |||||
* | * In the most basic situations, ClientView and ScenePresence no longer leak ↵ | Justin Clarke Casey | 2008-02-09 | 4 | -12/+18 | |
| | | | | | | | | | memory * However, I'm no longer sure they were even a big contributory factor (to this particular leak, there are other causes of other leaks). I need better measurement techniques * Removed most of my debugging gawp | |||||
* | Mostly debugging verbosity which I shall very shortly comment out. | Justin Clarke Casey | 2008-02-09 | 3 | -3/+15 | |
| | | | | | | Just want to try this out on windows quickly. | |||||
* | * Fixed a situation in ODE where it didn't call the mesher on a cube when ↵ | Teravus Ovares | 2008-02-08 | 1 | -0/+3 | |
| | | | | you tapered if you didn't have a cut or a hollow. | |||||
* | * Added Taper support to the Meshmerizer for Cube and Cylinder. | Teravus Ovares | 2008-02-08 | 3 | -14/+83 | |
| | | | | | | * Removed the hull verbosity | |||||
* | Still chasing logout memory leak. Putting in small changes and temporary ↵ | Justin Clarke Casey | 2008-02-08 | 4 | -7/+24 | |
| | | | | light verbosity to this end | |||||
* | * Finished Cylinder in the Meshmerizer. Hollow and Path cut work for it now. ↵ | Teravus Ovares | 2008-02-08 | 1 | -42/+44 | |
| | | | | Enjoy the new physics-friendly prim type. | |||||
* | refactor - remove unused m_children from EntityBase | Justin Clarke Casey | 2008-02-08 | 2 | -24/+4 | |
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* | Minor refactoring | Justin Clarke Casey | 2008-02-08 | 1 | -19/+15 | |
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* | Minor ScenePresence related refactoring | Justin Clarke Casey | 2008-02-08 | 2 | -18/+30 | |
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* | * Dun-dun-dun. JavaScript scripting now actually works. :) | Adam Frisby | 2008-02-08 | 1 | -3/+2 | |
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* | * Made some terrain functions faster computationally. | Adam Frisby | 2008-02-08 | 2 | -16/+8 | |
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* | * Adding console spam to help track 'The Steve Bug'. | Adam Frisby | 2008-02-08 | 2 | -5/+18 | |
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* | change counter from 3 => 2 based on feedback from mirceakitsune on mantis | Sean Dague | 2008-02-08 | 1 | -1/+1 | |
| | | | | | | http://opensimulator.org/mantis/bug_view_page.php?bug_id=490 | |||||
* | From: Kurt Taylor <krtaylor@us.ibm.com> | Sean Dague | 2008-02-08 | 1 | -1/+12 | |
| | | | | | | | | | | | Attached is a patch for Mantis 25 - this fixes the problem of not having a touch_start happen for all prims in a linked group. So, with this, large builds can now have a single script in the base prim and it will run when any prim in the linked build is touched. The problem was that the objectgrab event was not being propagated to all the prims in the group. | |||||
* | small bit of refactoring, | MW | 2008-02-08 | 2 | -4/+11 | |
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* | * Removed a statement that crashes the Meshmerizer if you don't have a ↵ | Teravus Ovares | 2008-02-08 | 1 | -1/+1 | |
| | | | | specific /dev/ folder | |||||
* | * Okay, fixed the path cut offset, however the inner wall isn't properly ↵ | Teravus Ovares | 2008-02-08 | 1 | -2/+2 | |
| | | | | 'cut' from the hull, so slightly better support, but still limited. | |||||
* | * This update adds limited support for Cylinder meshed prim in the ↵ | Teravus Ovares | 2008-02-08 | 3 | -1/+312 | |
| | | | | Meshmerizer plugin. (Limited because path cut is wrongly offset and while Hollowing works, you can walk through the inside wall.) | |||||
* | * Fix: Send Parcel data on region crossing. | Teravus Ovares | 2008-02-08 | 2 | -0/+3 | |
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* | Missed one event message that needed to be | Charles Krinke | 2008-02-08 | 1 | -8/+9 | |
| | | | | | commented out. | |||||
* | Make timer events from scripts a little less chatty. | Charles Krinke | 2008-02-08 | 2 | -12/+16 | |
| | | | | | DEBUG is defined by default in the Linux build. | |||||
* | Maybe VB.Net will compile now... who knows ;) | Tedd Hansen | 2008-02-07 | 1 | -8/+8 | |
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* | Same VB.Net patch done right. | Tedd Hansen | 2008-02-07 | 1 | -4/+9 | |
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* | VB.Net compiler might work on Windows now. | Tedd Hansen | 2008-02-07 | 1 | -1/+1 | |
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* | * Fixed negative child agents in the sim stats. | Teravus Ovares | 2008-02-07 | 1 | -0/+6 | |
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* | * This update contains a bucket-full of network optimizations. | Teravus Ovares | 2008-02-07 | 5 | -7/+52 | |
| | | | | | | | | | * ParcelProperties are sent only when needed instead of on any movement * Terse Updates and other temporary data packets are marked unreliable * After a certain amount of users, the sim actually sends updates on things less * Experimental * Tested to 68 avatar with pCampBot (And it's surprising what actually causes the most lag.. the text chat!) | |||||
* | * didn't save :P so, this is the other half to my last commit | Teravus Ovares | 2008-02-07 | 1 | -1/+20 | |
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* | Update version numbers to 0.5 | Jeff Ames | 2008-02-07 | 2 | -2/+2 | |
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* | * Added the Scripted objectflag if there is a script running in a prim. ↵ | Teravus Ovares | 2008-02-07 | 3 | -2/+21 | |
| | | | | Remove the flag if you delete all of the scripts in the object. | |||||
* | * Allow terrain load-tile for RAW files | Justin Clarke Casey | 2008-02-06 | 1 | -1/+57 | |
| | | | | | | * Patch from Sophie Lee [webmage] - IBM. Thanks very much! | |||||
* | * Chasing down memory leak where memory used by a client is not returned on ↵ | Justin Clarke Casey | 2008-02-06 | 4 | -9/+49 | |
| | | | | | | | | client logout * This code may or may not be on the right track, but I want to save my work so far. | |||||
* | * Marking off which uses of catch (Exception e) is legit and which are not, ↵ | Adam Frisby | 2008-02-06 | 5 | -12/+12 | |
| | | | | for later removal/replacement. | |||||
* | * Added debug message to try track down Mantis#305. | Adam Frisby | 2008-02-06 | 1 | -0/+1 | |
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* | Consolidated LoadAnims and AvatarAnimations constructor. | Jeff Ames | 2008-02-06 | 3 | -40/+9 | |
| | | | | | Fixes locking issues with Animations in ScenePresence (bug #324) | |||||
* | * Fixed script count incrementer. Was decrementing but only incrementing ↵ | Teravus Ovares | 2008-02-06 | 1 | -2/+2 | |
| | | | | when a script was requested by UUID | |||||
* | * Put the script run limiter on the SceneObjectPart as otherwise you can ↵ | Teravus Ovares | 2008-02-06 | 1 | -13/+15 | |
| | | | | drop scripts in prim and they'll still run with scripts disabled. | |||||
* | * Added the ability to start and stop all scripts in the simulator using the ↵ | Teravus Ovares | 2008-02-06 | 4 | -4/+76 | |
| | | | | debug tab on the estate tools. This along with the disable physics via the debug tab are persistant across reboots. That means that if it's disabled when you shut down the simulator, the simulator will come up again when you start it up without loading the scripts. Turning them back on is as simple as unchecking 'disable scripts' in the debug tab of the estate tools. | |||||
* | Cleaned up some unreachable code warnings. | Jeff Ames | 2008-02-06 | 1 | -10/+0 | |
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* | Fixed typo in Mag() (Thanks lc_tuco for pointing this out) | Jeff Ames | 2008-02-06 | 1 | -1/+1 | |
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