| Commit message (Collapse) | Author | Age | Files | Lines |
... | |
| |
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
While exploring what it would take to get the 'new script' button working,
I encountered the fact, some way down in the rabbit hole, that if a user
renamed an item in their inventory and logged out (without a restart of
the simulator), on log in the new name was not preserved.
As far as I can see, this was because any updates which didn't occur
inside a transaction were ignored by opensim. This patch pays attention
to those changes. It generates a new asset when an item is updated and
changes the user's inventory properties appropriately. I believe this
behaviour is in line with the copy-on-write semantics used in the Second
Life protocol - perhaps it could be optimized if we knew for sure that the
only copy of the object was in the user's inventory.
This also means that if you rename an item (e.g. a script) before you drag
it into an object's inventory, the inventory will receive the item's most
recent name and description.
|
|
|
|
| |
before it's passed to ODE.
|
|
|
|
|
|
|
|
|
| |
SendInventoryItemCreateUpdate() in order to reflect the actual packet it
sends (UpdateCreateInventoryItem).
From Justin Casey (IBM)
|
|
|
|
|
|
|
|
| |
the loaded Sceneobjects (as per mantis request #53).
To use append "-newUID" to the end of the command, so new format is : "load-xml <filename> -newUID".
If you don't add the "-newUID", then the uuids in the xml file will be kept.
|
| |
|
|
|
|
|
| |
* Using the nearest neighbor method, interpolation coming soon.
|
| |
|
|
|
|
| |
mpallari/_SomeOne_
|
| |
|
| |
|
| |
|
| |
|
|
|
|
| |
rezzing them in another region.
|
|
|
|
|
| |
a few other bits of refactoring.
|
|
|
|
|
|
|
|
| |
standalone mode it will mean that when you log off and log back on ,as long as the region server hasn't been restarted , your avatar will start with wearing the clothes that it wore on log off. In grid mode its even more limited in that wearing/removing clothes/body parts are only stored in the region server instance you are one. so if you are in a different region to your login region (which are on different region server instances), and then change clothes, those changes won't be remembered. So as said, its very limited but is a small step towards having proper appearance persist.
Just need to store this data out to a database.
|
| |
|
| |
|
| |
|
|
|
|
| |
inventory item. (hasn't been tested to make sure no conflicts happen if that new rezzed object is then taken back into inventory but don't think there will be any)
|
|
|
|
|
|
|
| |
grid, so likely to have problems on a larger grid with more people?
To use , both the user server and Inventory server need to be running this latest revision. (older regions should be able to still be used, just the user won't have inventory on them). Also and HERE IS THE BIG BREAK ISSUE, currently, so that the initial inventory details for a user are added to the inventory db , you need to recreate the accounts using the user server "create user" feature. It should be quite easy to manual populate the inventory database instead but I someone else will need to look into that) Also I've only tested using SQLite as the database provider, there is a Mysql inventory provider but I don't know if it works (SQLite is set as default, so you will need to change it in the inventory server config.xml)
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
|
| |
a couple of minutes that should fix that.
Some work towards persisting Avatar Appearance (what is being worn).
Added OnAvatarNowWearing event to IClientAPI that is triggered by AgentIsNowWearing packets.
stub code to subscribe to this event in AvatarFactoryModule.
Todo: code needs to be added to AvatarFactoryModule to save the uuids to a database and then read them back when that modules TryGetIntialAvatarAppearance() method is called.
Done some changes to Scene to make it easier to subclass it: including changed some private fields to protected and made some methods virtual.
|
| |
|
|
|
|
|
|
|
| |
seperate container for this probably makes the limits easier to
understand
|
|
|
|
|
|
|
| |
doesn't link into the rest of the code yet, and won't until it
is complete.
|
|
|
|
|
|
|
|
|
| |
properties window
From Justin Casey (IBM)
|
|
|
|
|
| |
*Fixed a 'statement out of order' error in the setting of the permissions that are sent to the client.
|
|
|
|
| |
make that time changable in a future commit), to use add a entry under the Startup section of opensim.ini , with: timer_Script = "<filename>" (the filename being the console "script" you want to be ran every 20 minutes). This hasn't been tested very much so..
|
| |
|
| |
|
| |
|
|
|
|
|
| |
* Various code convention compliance
|
|
|
|
|
|
|
| |
show a user's client that it can't edit a prim if it doesn't have permission.
* Permissions is due for a big revamp. The current way it's done is a hack at best.
|
|
|
|
|
| |
* Revert this once we get a working logoff.
|
|
|
|
|
|
| |
is really happening the way we want it to.
|
|
|
|
|
| |
* Various refactorings
|
|
|
|
| |
that if you're editing an object on your client that you're not allowed to, it'll appear that it's moving to you, but won't actually be moving on the sim.
|
|
|
|
|
|
|
|
| |
during the sim, regionup message.
*Added the main cause for the remoting error to the console display.
*This will make it easier to debug future remoting issues.
|
|
|
|
| |
come up to give servers that host a lot of sims a long time to start listening.
|
| |
|
|
|
|
|
|
|
|
| |
have its own
* Locking on value, then changing it does not make sense - lock will happen on old reference
* Taking a local copy of the shared resource then locking on the copy does not make sense - lock will happen on copy
|
|
|
|
| |
we are not requesting too much in one gulp.
|
|
|
|
|
|
|
| |
issues. This includes the issue that MW described this morning.
There's a lot of little nit picky changes that make a world of difference.
|
|
|
|
|
|
|
| |
that the Queue would come in by reference, but it didn't
appear to be.
|
|
|
|
|
|
|
| |
make it easier to start breaking this up into
more discreet functional classes
|