| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
|
|
|
|
|
| |
no need for these checks just use Allow_osTeleportAgent = PARCEL_OWNER
also increased function to severe threat level to make it harder to
accidently enable it for everyone.
|
| |
|
|
|
|
|
|
| |
display one script's status
Usage is now scripts show [<script-item-uuid>]
|
|
|
|
|
|
|
|
|
| |
OnObjectRemoved just once in the UrlModule itself, rather than repeatedly for every script.
Doing this in every script is unnecessary since the event trigger is parameterized by the item id.
All that would happen is 2000 scripts would trigger 1999 unnecessary calls, and a large number of initialized scripts may eventually trigger a StackOverflowException.
Registration moved to UrlModule so that the handler is registered for all script engine implementations.
This required moving the OnScriptRemoved and OnObjectRemoved events (only used by UrlModule in core) from IScriptEngine to IScriptModule to avoid circular references.
|
|\ |
|
| |\ |
|
| | |
| | |
| | |
| | | |
Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
|
|/ /
| |
| |
| |
| | |
rotating physical objects. This does not use physics. Currently the rate
of change is determined as 1 / (PI * Strength).
|
|/
|
|
|
| |
with Melanie and Nebadon, SL behavior seems to be that non physical
objects snap to the request rotation.
|
|
|
|
| |
Fix triggering of alerts when rezzing first script to an empty region, add login disable when loading oars.
|
|
|
|
| |
Move some added fuctions out of core into the addon module to keep things clean
|
|\ |
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
'unowned' one.
An owned NPC is one that only the original creator can manipulate and delete.
An unowned NPC is one that anybody with access to the osNpc* methods and knowledge of the avatar id can manipulate.
This is to correct an oversight I made in the original reimplementation where I mistakenly assumed that avatar IDs could be treated as private.
I am not anticipating that many people were deliberately making use of unowned npcs due to their insecure nature.
If you do need an unowned NPC please call the new overloaded osCreateNpc() function with the option OS_NPC_NOT_OWNED.
|
| |
| |
| |
| |
| |
| | |
name, vector position, string notecard, int options) instead with option OS_NPC_CREATOR_OWNED
Please note that correct option name is OS_NPC_CREATOR_OWNED not OS_NPC_CREATE_OWNED as mistakenly put in a previous commit.
|
| |
| |
| |
| | |
TestOsNpcRemoveOwned()
|
| | |
|
| | |
|
| | |
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
string notecard, int options) variant.
This will be documented soon. Options can currently be
OS_NPC_CREATE_OWNED - creates a 'creator owned' avatar that will only respond to osNpc* functions made by scripts owned by the npc creator
OS_NPC_NOT_OWNED - creates an avatar which will respond to any osNpc* functions that a caller has permission to make (through the usual OSSL permission mechanisms).
options is being added to provide better scope for future extensibility without having to add more functions
The original non-options osNpcCreate() function will continue to exist.
|
| |
| |
| |
| |
| |
| | |
for ownership permission before executing.
As per #opensim-dev irc discussion.
|
| |
| |
| |
| | |
This is being done outside the npc module since the check is meaningless for region module callers, who can fake any id that they like.
|
| |\ |
|
| | | |
|
| | |
| | |
| | |
| | |
| | |
| | | |
for proper work of HG friends.
See http://opensimulator.org/mantis/view.php?id=5847
|
| | |
| | |
| | |
| | | |
methods and expose on interface for external calls.
|
| |/
|/| |
|
|/
|
|
| |
location of the user's UAS. This corrects an earlier design which had some cases pointing to the profile server. WARNING: CONFIGURATION CHANGES in both the sims (*Common.ini) and the Robust configs (Robust.HG.ini). Please check diff of the example files, but basically all vars that were pointing to profile should point to the UAS instead and should be called HomeURI.
|
|
|
|
| |
rather than halting the IAR load with an exception.
|
|
|
|
|
|
| |
loading an archive. This does add an extra roundtrip to the asset
server if loading new assets but it protects against overwriting
(and potentially corrupting) existing assets.
|
| |
|
|
|
|
|
|
| |
commands.
Eliminate redundant one line methods
|
|
|
|
| |
This is so that we can inspect the image download queue (texture download via udp) for debugging purposes.
|
|\ |
|
| | |
|
| | |
|
| |\ |
|
| | |\ |
|
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
a particular baked texture, if any.
This is for debugging to relate texture console entries back to particular users on the simulator end.
|
| |/ /
| | |
| | |
| | |
| | |
| | | |
Move setting from ini to existing facitilies - thanks justincc
toggle with console command: debug teleport
|
| |/
|/|
| |
| | |
avies always land in 0,0
|
|/
|
|
| |
(r/17672)
|
|
|
|
|
|
| |
Add configuration option - DEBUG to enable debugging methods. This is temporary for helping users testing teleport routing be able to report back the data with the test cases. We can remove when finished with this, or leave it if it proves to be useful.
Users: set DEBUG = true in OpenSim.ini to get more information from teleport routing. The default is false. It presently prints the TeleportFlags value.
|
|
|
|
| |
Switch to our TeleportFlags enum instead of LibOMV because we need to define a type for HG Logins. Also moved some debugging in ScenePresence into a function to make it simpler to enable/disable.
|
|
|
|
| |
Fix test to checking against bitfield instead of int
|
|
|
|
| |
Incoming HG owner/estate manager, etc. is routed according to the rules defined for teleports within the local grid. Left some commented debugging code inside so we can test other cases. Will remove when tings are settled in.
|
|
|
|
| |
Add some temporary debugging to the teleport routing to get a better view of what happens when HG jumps are made.
|
|
|
|
| |
Needed to breakout the ViaHGLogin check to it's own section. For some reason it would not factor in when combined with the other teleport flag types.
|
| |
|
| |
|