| Commit message (Collapse) | Author | Age | Files | Lines |
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fix for the LandManagementModule. I changed LandSnapshot to use
CachedUserInfo to take a load off the user server. Also, missing owner
profiles are legit, warning removed.
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the new surface touch parameters in 1.21 viewers.
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for the new surface touch parameters in 1.21 viewers.
TODO: add the touch args to OnGrabObject and OnDeGrabObject.
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XmlIgnored the SceneObjectPart.SitTargetAvatar property, as (afaik) this is only used to indicate that a avatar is sitting (or about to sit) on the prim.
And there are situations where it might not be cleared, like if a client crashes while sitting on the prim. Which results in that avatar's id getting stored in any xml backup or taking the prim into inventory. And then its always classed as a avatar is sitting on that prim.
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spontaneous crashes.
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* Many llSensor() improvements, though sensoring isn't perfect yet
* thanks idb!
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statements and spells dlls correctly
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* Refactor lLMessageLinked() to use internal method GetLinkParts
* thanks ralphos
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- Remove some duplicated code
- Avoid unnecessary allocation of variables/values if only used once anyway.
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* This returns to writing the OpenSim.ini using default values if it (or OpenSim.xml) isn't found
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rather then the previous invalid string "DotNetEngine". Remove the
script_engine options, as it is not used anymore.
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actually processing that packet
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* No functional tests yet
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related to regionflags and capacity. I'm sorry, the object capacity that you dialed is not valid.. please check the number and dial again.
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- Add support for immediate switching of Music/Media URLs. Radio-scripts should work now.
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message for now, as previously discussed with Ter
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update for the entire group
* This was not a problem with objects consisting of less than 30 prims, since the extra schedules would be ignored
* However, above approximately 30 prims extra schedules would actually occur.
* For instance, a 140 prim object would end up triggering approximately 2500 ObjectUpdates to every avatar in range rather than 140
* Hopefully, this change will improve client responsiveness on deselect and was one of the reasons that the AgentThrottle restriction started causing problems yesterday.
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The average-value of modify.ModifyBlock.Height in LLClientView.cs:4170
seem to be incorrect or it isn't the average? Mhhh...
So the terrain build -> Flaten Sphere is unuseable.
I have put in a patch that contains a workaround while
the main problem is not solved.
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* Puts remote requests in a single worker thread
* Worker thread only starts when there are agents to serve
* When there are no agents to serve, it shuts down
* A good example of how to deal with threads in non-shared modules so they don't end up consuming threads per regions
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If prim is part of SOG, then ask the SOG to update the
position, rather than asking the part itself.
Ghosted child prims should no longer result from llSetPos.
Not sure if this is the right approach for all cases ,
would appreciate feedback on the patch.
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Removed cache accesses to obtain sensed object/avatar
name, it is already available.
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* I suspect the restriction stopped the very large number of packet resends that occur on certain operations, which led to other failures.
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up a lot of threads right now when regions are inaccessable
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* Bring llSetLinkTexture into line with llSetLinkColor and lLSetLinkPrimitiveParams() implementations
* Thanks ralphos
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* Implmements llModifyLand() and a check for the "Allow others to terraform flag"
* Thanks tglion!
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The attached patch fixes mantis bug 2312 (llGetPos() returns incorrect
values for child prims where the root prim is rotated). Regression
tests still pass.
Incidentally AbsolutePosition which was used before looks a little
suspicious to me as its always going to return the wrong value if the
root prim is rotated. GetWorldPosition does take the rotation into
account, but AbsolutePosition is used in a lot of places. Though i
don't understand why there is both GetWorldPosition as well as
AbsolutePosition so I've left the latter alone.
[i also cleaned up some indent problems, --- dr scofield]
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Attached is a patch for LLGround which was just plain broken and could
cause a runtime error. It now returns valid data with valid input (ie
the offset does not take the position off the edge of the sim), but a
runtime error will occur if invalid data is given.
On invalid data the LL servers return the ground height based on a
valid point closest to the effective position calculated using the
supplied offset. Is the OpenSim convention to replicate the LL servers
as closely as possible? If so I can submit an additional patch to
replicate the LL behaviour.
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