| Commit message (Collapse) | Author | Age | Files | Lines |
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* Replaces the one in the module itself, which had a dumb bug in it anyway
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OpenSim.ini config tags in preparation for merge of IRCBridgeModule
and XIRCBridgeModule.
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CommunicationsOGS1 from OGS1UserServices
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The attached patch changes the casts from explicit to implicit.
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- Add tests for Util.isUUID
- First part of the fix for protocol interoperability between viewer 1.20 and 1.21 for friend offers.
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avatar is remote or offline.
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Thank you, idb, for a patch that fixes the conflicts of lsl identifiers
with c# keywords
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* The attached patch changes the LSLInteger operator overrides for == and != to return LSLIntegers 1 or 0 instead of a bool and adds similar operator overrides for >, <, >= and
<=
* Thanks idb!
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initialisers, etc.
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* Added additional error message when a Object/SOG DB save fails so we can trace why.
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* Fix not tests in LSL which require implicit casting (see mantis for an example)
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on-/offline updates, calling cards for friends.
This adds methods in the DB layer and changes the MessagingServer, so a full
update (incl. UGAIM) is necessary to get it working. Older regions shouldn't
break, nor should older UGAIM break newer regions, but friends/presence will
only work with all concerned parts (UGAIM, source region and destination
region) at this revision (or later).
I added the DB code for MSSQL, too, but couldn't test that.
BEWARE: May contain bugs.
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SOP.IsAttachment
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false if the group is already deleted)
* This is to avoid repetitive null checks - I'm beginning to think that blasting away the root part on object deletion is actually a bad move. Perhaps we should leave it around
and let the client ignore any superfluous packets (which it may well do anyway), since we're constantly exposing a race condition
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* Don't save attachments on saving oar, which stops them coming back as ghost prims
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with the old Grid Instant Message over OGS1. Refactor the EventManager
to be independent of the rigid module structure design imposed by
the current implementation. Message routing is now done in the destination
module rather than in the event manager. This way, more or less granular
solutions are possible without core changes.
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There is more to the solution then just enabling soft_erp and
soft_cfm for all d.Contact cases.
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for physical prim interactions. They were not previously enabled
for prim-prim interactions.
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print this out to the log once
* This may help us detect if mysterious UDP disconnects are happening because of this.
* Shouldn't be any functional change but I would appreciate a buddy check from Teravus if he has time (as for all client stack changes)
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* Since the client sets the appearance in the first place (in response to receiving wearables information originally) this seems a little redundant
* But I've realized I didn't actually test this assumption, so I'm going to reinstate it for now
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* set debug scene name on scene registration, rather than within the Scene constructor
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get through after the malformed ones have been sent
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passes it malformed data
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first place
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XIRCBrigeModule is transient, will merge it with IRCBridgeModule:
extends/refactors IRCBridgeModule to support channel-per-region (if
desired).
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Here's the patch that clamps llGround to using sane values avoiding
runtime errors.
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for llSetHoverHeight() and llStopHover(). I believe
this gets is to less then 50 LSL functions left to
implement.
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* object_rez event should now be sent to all scripts in the prim
* Thanks idb!
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* Introduces missing casts for float, integer, vector, quaterion and string to list
* Thanks idb
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instead
* This is to make things less confusing to users (and maybe a little easier to do future version filtering for grid connections)
* If there's disagreement about this, then please say so (preferably in the opensim-dev mailing list)
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isn't enabled.
* Please let's check such patches carefully - we don't want info leaking out unless the user has requested it
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sending ImageNotFound to clients if avatar textures are missing
* Whilst this does automatically get the client to rebake, on crossing a region border the 'local' assets are left behind
* There may be a cunning solution (such as squirting the assets on region crossing, or having them fetched from the original region) but
instead I'm going to opt for the easy solution of keeping them in the asset database, for now
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forge project.
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Thank you, Diva, for a patch that helps keep the list of sims to index clean
by allowing sims to deregister.
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* And hopefully rebaking all the time should no longer be necessary now
* It turns out that when the client baked the texture, the uploaded asset had the Temporary flag to true (Temporary is actually deprecated).
* It also had the StoreLocal flag set to true, which signifies that the asset should be stored locally. If it disappears we should reply to the asset request with
ImageNotInDatabasePacket
* However, last time this was enabled some clients started crashing. This may well no longer be the case and needs to be tested, but in the mean time we will store
the asset instead.
* This needs to be resolved in a better way, possibly by starting to send the ImageNotInDatabase packet again instead
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