| Commit message (Collapse) | Author | Age | Files | Lines |
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to every script in most environments). This will break prolog
support. Prolog code needs to generate it's template script more like
how javascript does.
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service, launch the actual writing of the archive on a separate thread (to stop tieing up the asset cache received notifier thread)
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not all faces have the same texture
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* You'll need to start-up the MessageingServer and set it up. It sets up like any of the other grid servers.
* All user presence data is kept in memory for speed, while the agent is online. That means if you shutdown the messaging server or the messaging server crashes, it forgets who's online/offline.
* Occasionally the region-cache will get stale if regions move around a lot. if it gets stale, run clear-cache on the messaging server console to clear the region cache.
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and taper orientation along path.
--------- From Dahlia! Thanks Dahlia!!!
the attached patch reinstates the default hollow shape of the physics mesh of the torus prim type and corrects the orientation of the effects of taper on the profile along the path.
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therefore; fix to: 0001058: Physics crash when changing Type of Prim intersecting with ground.
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style way over XMLRPC.
* Friend status updates are still only local, so you still won't know before instant messaging someone if they're online.
* The server each user is on and the user server must be updated or the instant message won't get to the destination.
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related.
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add path start and end to skew z offset of circular path prim meshes (PATCH attached)
* Apparently this fixed a bug in my code that caused PushX to appear to work and pushX didn't appear to work after the patch.. so I fixed that after applying this patch and PushX actually works now.
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patch from Dahlia. IM type stuff. No big deal, not done.
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they appear in non-console servers too
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must remember to nant clean
* Hook all server startups into base opensim server startup method
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true. Instant messages, inventory transfers use this.. and it was always returning false.
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exists would be better than carrying on
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* Right now, this only saves and reloads textures that have been applied to the entire prim (not ones which have been applied to individual faces).
* This is work in progress - it is currently experimental, hacky, inefficient, completely unsupported and liable to change rapidly at short notice :)
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into the database
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restoration routines
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* No user functionality yet
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When you copy an item in inventory and paste it, the name gets lost.
Also when you use "Save as" in the Appearance Editing window the
created item in inventory has always the name "New <item-type>",
regardless of what you typed in as name.
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* Now all servers respond to the "show version" command on the console
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grid managing
* This hack just temporarily sends console output to /dev/null when we make the relevant addins calls, restoring it afterwards
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I have added everything *except* the patch to
.../LSL/Compiler.cs. The Compiler.cs patch has a
namespace issue. Lets make a second patch to close
the gap.
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* User tries to log-in but is already logged in. Userserver will send message to simulator user was in to log the user out there.
* From the UserServer, admin types 'logoff-user firstname lastname message'.
* Some regions may not get the message because they're not updated yet.
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0001425: [PATCH] Correct llResetOtherScript() behavoir in XEngine
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fix in the location you set. (however the checkbox doesn't get re-populated properly yet, so it'll uncheck again even though the message got through to the server)
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across reboots though.
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* This now has equivalent functionality to load-xml2 - no asset data is restored yet
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reference instead.
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patch and I apologize for my confusion with the interim
patch earlier.
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- volume doesn't change with a new llLoopSound(same sound, new volume);
- SendFullUpdateToClients sends 0's in all sound related fields when
there's no sound on the prim, thereby improving the amount of data being
sent out on these prims (fixes zeropack)
- Removed some code duplication between llStartSound, llLoopSound and llParticleSystem() calls
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* No reload functionality implemented yet
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noticed that Scene.Close() will only call Close on non-shared region
modules. i've now added code to SceneManager.Close() to collect all
shared region module from each scene before calling Scene.Close()
on it and then, once, all Scenes are closed, go through the list of
collected shared region modules and close them as well. SceneManager.Close()
is only called when we initiate a shutdown --- i've verified that a
Scene restart does not trigger the shutdown of shared modules :-)
also, this adds a couple of bug fixes to the IRCBridgeModule (which
after all didn't take kindly to being closed) as well as a check to
InterregionModule's Close() call.
finally, this fixes the RestPlugin's XmlWriter so that it no longer
includes the "xsd=..." and "xsi=..." junk.
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however, it's confirmed to compile and OpenSimulator to run successfully without this script engine active.
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