| Commit message (Collapse) | Author | Age | Files | Lines |
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standalone where port wasn't the http port.
* Removed spurious warning message
* More debug in EventQueueGet Module to figure out why we're loosing the handlers.
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* This is a HUGE update.. and should be considered fraut with peril.
* SSL Mode isn't available *yet* but I'll work on that next.
* DrScofld is still working on a radical new thread pump scheme for this which will be implemented soon.
* This could break the Build! This could break your Grid!
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- cleanups and more comments in ChatModule and IRCBridgeModule
- adding Name support in ScenePresence
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to make scripts loaded from oar start
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and a target isn't found, the object is rezzed at 0,0,0 - instead now it will place according to the position sent by the client.
* We may instead want to abort and send a "Cannot Rez Here" message?
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lines 227 - 235 to test.
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A number of the deprecated functions had missing parameters
causing compile errors. These included:
llSound, llMakeExplosion, llMakeFountain, llMakeSmoke,
llMakeFire, llPointAt, llXorBase64Strings, llSetPrimURL
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OS/SL script conformance, implement llSoundPreload and
llRemoteLoadScript to behave as in SL. In SL
llSoundPreload appears to do nothing. In OS
llRemoteLoadScript shouts an error when invoked
"Deprecated. Please use llRemoteLoadScriptPin instead."
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out to a separate class
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minor fixes to osParseJSON.
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* Ignore any exception encountered during shutdown rather than aborting the quit command
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directory
* This is not yet a real module (and is arguably not a region module anyway)
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the functional it actually fulfills
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* This is an initial basic experimental code for inventory import and export from the region server
* Probably not yet ready for general use
* Thanks Kayne!
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Same fix for the DNE
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Fix a null reference exception when the exception thrown by a script
is not a TargetInvocationException
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subroutine down through the physics modules through PhysActor
and SceneObjectPart. No connection to the physics simulators.
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Estate/ Manager Owner Uses the Region/Estate Menu Region TAB,
and uses "Teleport Home All Users..." (Action Button), the
action will complete but no one will be teleported and all
users still function in the region ok.
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in the classes between the LSL implementation and the
underlying physics engines.
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ensure that scripts will compile on nonenglish systems
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to the various physics engines. No connection to the
underlying physics simulator yet, just plumbing through
the various classes.
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Thank you, idb, for a patch that addresses hex digits erroneously being
recognized as valid and parsed in a decimal number
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It was a mistake a year ago to add it in.
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to the various physics engines. No connection to the
underlying physics simulator yet, just plumbing through
the various classes.
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Correct a typo in namespace declaration
Also adds a new flag to the PacketManager to force retention of packets
marked reliable (default off)
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- Added TeleportFinish event to the event-queue. It works better than
before (you can teleport), but it doesn't work quite right yet (you
start TPing after the TP again).
Beware: Still experimental and non-working.
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Fix a UUID vs null comparison.
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client.. with EventQueue enabled.
* You occasionally loose the event queue if you cross back and forth between the same regions many multiples of times.
* But Don't try to teleport!
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The current llGetLinkName returns an empty string if a prim
with the given link number is not found in the link set. In
SL an empty string is only returned if the prim name is actually
blank, a NULL_KEY is returned instead with a couple of exceptions.
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the Security 'fixed' client.. But don't try to cross yet!
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* If EventQueueGet is enabled, use that instead of a few UDP packets, if it's disabled use the UDP packets like normal.
* We *really* suggest users do not turn on EventQueueGet yet.. as it's highly experimental, broken, and resource intensive
* Updated OpenSim.ini.example
* Testers of EventQueueGet.. in OpenSim.ini, it's in the [Startup] Section.. change EventQueue = false, to EventQueue = true.
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* returns FAKEEVENT instead of the connection returning a 502. It doesn't like our 502's for some reason.. so, in leau of this.. send it a fake event.
* Once again, this is still 'really early' code, so please don't blame us if you have no more threads left.
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