| Commit message (Collapse) | Author | Age | Files | Lines |
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inaccurate count of neighbors.
* The neighbor count is always lower then the actual number of neighbors unless your region was up the longest.
* The region you're in is un-affected by this, though, you'll get less packet loss, maybe not get logged off immediately when you log in, and possibly see more prim if your internet connection is semi-unreliable.
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* 0001241: physics cylinder proxy distorted and square hollow misaligned (patch attached)
* The included patch corrects the outer shell of the meshmerizer proxy for the cylinder prim to eliminate spurious vertices and shape distortion, and corrects the orientation of the square hollow.
* The size and orientation of the square hollow for the prism prim has been corrected also.
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* This in preparation for further login validation to check that the region logging in is properly contactable.
* Also increase verbosity of some error messages
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* This is not functional anywhere, but is a incomplete proposed replacement class for IClientAPI. Assistance filling this out would be appreciated. Use IClientAPI.cs as a reference, but make sure not to copy it - instead rewrite and abstract.
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now we are correctly using the timezone offset. If you set day_length to 24.0
you'll get a sun progression that roughly follows your real world day on your
server.
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3pm any more.
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instead
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startup will now terminate instead of carrying on (and thus burying the error message)
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dispatch for now
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This is a diagnostic patch in support of Mantis bug 1186.
It affects only SubModule and will not affect normal usage.
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This patch just tightens up console handling in BasOpenSimServer
and removes (or redirects) a couple of messages that were being issued
using Console.Writeline.
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(bug #1239).
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shouts, 'This is my sim, get out!'
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From Melanie... Thanks Melanie!
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a rootpart that isn't found. Added a way to tell if it's an attachment.
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of the key of the payer to an Explicit one.
* Fixes Mantis: #1045
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them out.
* Fix for Scene.Inventory.cs - It assumes every entity at startup is a SceneObjectGroup. (Actually, this shouldn't have compiled[!] without a warning.)
* Fix for LandManager at startup - it assumes there's a land channel when perhaps there isnt. (Bug that needs another refactor to fix. [Mike - I've assigned a ticket to you about this])
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Properties.
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* Added back a sleep to the kick routine so users get a 'you have been logged off message' when they get kicked from the simulator for various reasons (like 'the simulator is going down')
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* The split image packet sender doesn't like to be refactored (images don't load after it's been refactored), so left that as is for the moment.
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merely corrects the signature so that "not implemented" message is displayed rather than a script
compile failure
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* Linden client 1.19.1.4 appears to be happy using UDP for this request again, and Linden's own servers (1.21) don't appear to be supplying the CAPS version currently
* This should for now fix the bug where texture selection in the edit window both shows only already open textures, and later stops subsequent inventory requests from working.
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yet received data from the inventory service
* Replaced instead with the system now used by other requests where the fetch request is placed on a queue and service when the data comes in
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get close errors.
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*Moved OnSignificantClientMovement to where it is supposed to be - SceneEvents and not ScenePresence
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ironically, was disabled, though it wasn't making much difference).
* These messages keep getting confused with other problems - just going to have to try to remember to add these to stats or something so at least they don't completely disappear
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Stop .net generating ambiguous operator errors when two integers are compared for equality in LSL
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Trimesh collisions should now work relatively efficiently. BulletX plugin should now be functional - feedback would be appreciated as to how it performs vs ODE.
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for debugging purposes
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with situations seen on osgrid
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* The first time you set the sculpted texture of a prim you might have to futz with it to get it to generate a sculpted physics proxy
* Note that there are already issues in Trunk, (such as the prim scaling issue and prim jumping issue. Essentially editing is difficult right now)
* This just adds to the experimental nature of trunk. :D
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from a string to a vector in OSSL.
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Patch fixes the pesky "Cannot implicitly convert to bool" issue for function returns
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* Minor tweak to Permissions/PermissionsModule.cs
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orientation in a cube in the meshmerizer. Thanks Dahlia!
* See mantis 0001203 for more details!
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it to the prim shape.
* Added some stuff around sculpted prim meshes.. but it's just there so the project compiles now.
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