| Commit message (Collapse) | Author | Age | Files | Lines |
... | |
|
|
|
|
| |
* Added (at sdauge's suggestion) byte[] GetThrottlesPacked(float multiplier)
|
|
|
|
|
|
| |
of the Packet to set the throttles
|
|
|
|
|
|
|
| |
themsevles about an agent behind the agent's back.
* Will be using this glue Tomorrow/today to tell other regions what the agent's draw distance is and what region they're actually in so the region can make decisions on what prim to send, if any.
|
| |
|
|
|
|
| |
assetserver issues.
|
|
|
|
|
|
|
|
| |
inventory server, and not from the region.
Also: it appeared to work the first try, so I have probably done something horribly wrong.
|
|
|
|
|
| |
Note: only tested in grid mode, and emptying trash is still not implemented.
|
|
|
|
| |
coming back up.
|
|
|
|
|
|
|
|
|
| |
no root folder is found and it makes the user server wait longer for the
inventory server to do its work.
From Justin Casey (IBM)
|
| |
|
|
|
|
|
|
| |
* There's still goofyness though, because other regions are denying child agent avatar.
* Still more debugging required.
|
|
|
|
| |
feedback, as to if it makes the texture problem better or worse. As I plan/hope to work on texture/asset downloading this weekend.
|
|
|
|
| |
decoding (used by CAPS) works again.
|
|
|
|
|
|
|
| |
of people, but is enough of a change that more should try it out. This
removes 500 lines from ClientView.cs in the process.
|
|
|
|
|
|
| |
Nearly time to replace a chunk of ClientView with this.
|
|
|
|
|
| |
* This isn't really that big of a deal(worth lots of commits) doing this, however I'm doing it in small chunks because I'm multi-tasking.
|
|
|
|
|
|
|
| |
ScenePresence "has" a AvatarAppearance object. All the ScenePresences in a opensim related to one user (so a user's various ScenePresence's in all the regions in that instance) share the same AvatarAppearance object. This means that a user's avatar should appear correctly (to both that user and other users) no matter what border crossing or teleporting they have done.
Note: this mainly improves Standalone mode, as in grid mode the appearance data isn't passed between region servers. Although people should notice a improvement when moving between regions in the same instance.
|
|
|
|
|
|
|
|
| |
retrieves items in the agent's root inventory folder.
From Justin Casey (IBM)
|
|
|
|
|
| |
* Created converter constructors between sAgentCircuitData and AgentCircuitData
|
| |
|
| |
|
|
|
|
|
|
|
| |
* BACKUP YOUR PRIM BEFORE UPDATING TO THIS and then double check the prim permissions after applying it with a different avatar (then the master avatar or the prim owner avatar).
* Also, beware that any objects created under the old permission scheme may react oddly. They may automatically allow anyone to modify them, (which you'll then have to un-set).
* It's hacked support because when 'anyone can move is set', any avatar can modify the prim (texture, shape, scale, etc)
|
| |
|
|
|
|
|
|
| |
on the packet queues.
|
|
|
|
|
|
|
|
|
| |
me on Mono 1.2.4, which led to client crashes. I think the Timer.Stop()
wasn't doing what was desired on Mono. The Queue refactoring should address
the readability issues lbsa71 was working on as soon as I get the merge together.
|
| |
|
| |
|
|
|
|
|
|
|
|
| |
fire twice
* started to refactored throttling method
* some code convention refactorings
|
| |
|
|
|
|
| |
strings. BAD PROGRAMMER BAD. Use Helpers.StringToField instead. >_>
|
|
|
|
| |
duplicated UUID, you know...)
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
When using a local inventory service, this patch stops items held in the
root 'my inventory' folder from 'disappearing' on server restart.
They were actually still there, we just weren't retrieving them.
>From looking at the grid inventory server, the bug probably still exists
in there.
But I wanted to get this patch in first and consult with MW about the grid
fix (he may be planning to change the area extensively soon).
|
|
|
|
|
|
| |
From Justin Casey (IBM)
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
This patch adds x, y, and z offsets to the load-xml command.
If you had a prim at 100,100,20 thats where it would get loaded everytime.
This patch lets you place it at an offset from 100,100,20.. as such:
load-xml <filespec> -newUI 3 1 2
Loading the prim at 103, 101, 22
|
|
|
|
|
| |
* This hasn't been tested in MSSQL mode, however it's been checked to make sure it doesn't cause any issues with mySQL/SQLlite
|
|
|
|
| |
classes.
|
|
|
|
|
|
|
| |
* Un-hackerized generating the client_flags
* Now handling the ObjectPermissions Update packet
* Warning: Backup your prim before updating. If you fail to do so and something goes wrong then, All Yr prim are belong to us!
|
|
|
|
| |
adjohn and afrisby, enroute to a wine cave with the worst wine in the world)
|
| |
|
|
|
|
| |
explicit
|
|
|
|
| |
added handler stubs.
|
| |
|
| |
|
|
|
|
|
|
| |
* To test, click the communicate button, then click the 'add' button and type a name. You will get a list of closely matching avatar names.
* Before this'll work on your sim in grid mode, the UGA needs to be updated. If it isn't updated, then you'll get a message on the sim console when searching like, 'got invalid queryid'.
|
| |
|
| |
|
|
|
|
|
| |
* Tagged Verbose("msg",...) as obsolete. Please use Verbose("AREA","msg",...) instead.
|
| |
|