| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
| |
|
|
|
|
| |
to make it easier to work with.
|
|
|
|
|
|
|
| |
* You can replace "grid" as the asset system with "file" to save and load all your assets from a directory on your hard disk. Files are serialised to XML and saved in the format "/<dir>/0x/0x/0x/0000-0000-000000-0000-0000.xml"
* Directory <dir> is sharing the Asset Server URL path, use a normal path here instead (ie C:\xyz or /var/assets/).
* This probably wont work well in grid mode unless every sim has access to the same directory. This is mostly intended for standalone usage where quick and convenient access to assets is required.
|
|
|
|
|
|
|
|
|
|
|
|
| |
Addresses the problem of ghost avatars. The problem was child-agents
sending data. Due to symmetry reasons, I considered that wrong.
Whenever an avatar A1 in region R1 looks at avatar A2 in adjacent
region R2, we have two possibilities to communicate: A2-root sends
to A1-child (both in region R2), or A2-child sends to A1-root
(both in region R1). Currently, the children send data in some cases,
and I guess the viewer gets puzzled about that and switches the child
to root as consequence (at least partly), so it becomes visible.
|
|
|
|
|
|
|
|
| |
Thank you, ralphos, for a patch that corrects the handling of compiler
warnings in the XEngine, which were erronoeously reported as errors!
|
|
|
|
|
|
|
|
|
| |
Found that during my ghost-hunt: Add some logging and you see that the
counting down happens twice (once at the place that is removed by the
patch, and once caused by the actual removal of the root-/child-agent
during LLClientView.Close). With the patch applied, I end up with correct
numbers, i.e. with 0 roots and 0 children after everyone has logged out.
|
|
|
|
|
|
| |
to the inventory item, causing the item to wind up without a name.
|
|
|
|
| |
that should speed up region startup a little and maybe even use less memory if the GC decides to play friendly with the other kids.
|
|
|
|
|
|
| |
Thank you, cmickeyb, for a patch that fixes inventory folder retrieval.
|
| |
|
|
|
|
|
|
| |
llSetPrimitiveParams
|
|
|
|
|
|
|
| |
I apparently missed one drop tables statement that was actually needed
when I did the cleaning to make this work for old sqlite versions.
|
|
|
|
|
|
| |
from DotNetEngine into XEngine.
|
| |
|
| |
|
|
|
|
| |
being sent through rez_avatar, it'll be swapped out with 1. This ensures that when the map recognizes the parent estate id parameter on the linden grid, it'll work as expected. This also has the effect of making it impossible to send a Parent Estate ID with 100 over OGP from OpenSimulator (Sorry Owner of estate 100).
|
|
|
|
|
| |
* Tweak rez_avatar data so it's easier to update when OGPr3 comes out
|
|
|
|
|
|
|
|
|
|
|
|
| |
no OpenSim.ini file found by GridInfoService. GridInfoService now will
just issue a warning that GridInfo will NOT be available to your users
if no OpenSim.ini file is available. due to the static nature of
UserConfig (configuration options hardcoded) i don't think it's currently
an option to move GridInfo into user_server.xml but if anyone wants to
look into this i'd be delighted...
|
| |
|
|
|
|
|
|
| |
when copying within agent inventory
|
|
|
|
|
|
|
|
|
| |
which is a thin wrapper around a IWorkItemResult from the SmartThreadPool.
However, it is very easy to reimplement on top of basic threading and therefore
makes the IScriptInstance class independent of the specific threading
implementation.
|
|
|
|
| |
prims.
|
|
|
|
| |
save memory
|
|
|
|
| |
after conversion to pinned lists.
|
|
|
|
|
|
|
| |
llDetectedLink(). Also a small refactor to remove an interface member
from IScriptEngine.
|
|
|
|
|
|
|
|
| |
engines that want to use the XEngine's instance handling and state
persistence can do so. IScriptInstance is optional, but it does
require the SmartThreadPool if it is used.
|
|
|
|
|
|
|
| |
an implicit reference into a proxied one and further reduces memory
consumption of XEngine
|
|
|
|
|
| |
* An attempt to solve an intermittan SSL Certificate validation error causing communications havok.
|
| |
|
| |
|
| |
|
|
|
|
|
|
| |
upgrade cruft
|
|
|
|
|
|
| |
(wipes egg off face)
|
|
|
|
|
|
|
| |
Remove the physics representation of link set child prims when the
link set is deleted.
|
|
|
|
|
|
|
|
| |
The following patch fixes the import of assets via the REST interface to
use the proper Base64->Bytes conversion. The previous conversion did not
work correctly for binary data, in particular for textures.
|
| |
|
| |
|
| |
|
|
|
|
|
|
| |
migration database upgrade paths. This is coming in in stages.
|
|
|
|
|
|
|
| |
Mantis #1975 in a broader way. This may or may not prop up
secure inventory a bit better, but I still recommend to disable it
|
|
|
|
|
|
|
|
| |
tables shouldn't exist yet, and the exists keyword is relatively new in
sqlite. This has been breaking a lot of people on Suse Enterprise Linux,
for instance.
|
| |
|
|
|
|
|
|
|
|
| |
LSL's arbitrary 10 m limit on object movement.
Also implements the 10 m maximum rezzing distance, subhect to the same
factor.
|
|
|
|
| |
resolved
|
| |
|
| |
|
|
|
|
| |
(non-sculpty) prims. This should result in more accurate meshes, lower memory consumption, and eliminate several lockup modes.
|
| |
|
| |
|