In my crusade against facelights, I am striking the killing blow. Add a
DisableFacelights option to OpenSim.ini to finally kill those immersion- breaking, silly vanity lights that destroy nighttime RP. Girls, you look just fine without them. Guys, you too. Thank you. Melanie has left the building.prebuild-update
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@ -314,6 +314,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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private int m_cachedTextureSerial;
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private int m_cachedTextureSerial;
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private PriorityQueue m_entityUpdates;
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private PriorityQueue m_entityUpdates;
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private Prioritizer m_prioritizer;
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private Prioritizer m_prioritizer;
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private bool m_disableFacelights = false;
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/// <value>
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/// <value>
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/// List used in construction of data blocks for an object update packet. This is to stop us having to
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/// List used in construction of data blocks for an object update packet. This is to stop us having to
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@ -407,6 +408,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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set { m_IsLoggingOut = value; }
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set { m_IsLoggingOut = value; }
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}
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}
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public bool DisableFacelights
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{
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get { return m_disableFacelights; }
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set { m_disableFacelights = value; }
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}
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public bool SendLogoutPacketWhenClosing { set { m_SendLogoutPacketWhenClosing = value; } }
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public bool SendLogoutPacketWhenClosing { set { m_SendLogoutPacketWhenClosing = value; } }
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#endregion Properties
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#endregion Properties
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@ -3487,6 +3494,20 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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EntityUpdate update;
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EntityUpdate update;
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while (updatesThisCall < maxUpdates && m_entityUpdates.TryDequeue(out update))
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while (updatesThisCall < maxUpdates && m_entityUpdates.TryDequeue(out update))
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{
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{
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if (update.Entity is SceneObjectPart)
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{
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SceneObjectPart part = (SceneObjectPart)update.Entity;
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if (part.ParentGroup.IsAttachment && m_disableFacelights)
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{
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if (part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.LeftHand &&
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part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.RightHand)
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{
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part.Shape.LightEntry = false;
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}
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}
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}
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++updatesThisCall;
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++updatesThisCall;
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#region UpdateFlags to packet type conversion
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#region UpdateFlags to packet type conversion
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@ -153,6 +153,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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private int m_defaultRTO = 0;
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private int m_defaultRTO = 0;
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private int m_maxRTO = 0;
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private int m_maxRTO = 0;
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private bool m_disableFacelights = false;
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public Socket Server { get { return null; } }
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public Socket Server { get { return null; } }
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public LLUDPServer(IPAddress listenIP, ref uint port, int proxyPortOffsetParm, bool allow_alternate_port, IConfigSource configSource, AgentCircuitManager circuitManager)
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public LLUDPServer(IPAddress listenIP, ref uint port, int proxyPortOffsetParm, bool allow_alternate_port, IConfigSource configSource, AgentCircuitManager circuitManager)
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@ -190,6 +192,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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m_defaultRTO = config.GetInt("DefaultRTO", 0);
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m_defaultRTO = config.GetInt("DefaultRTO", 0);
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m_maxRTO = config.GetInt("MaxRTO", 0);
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m_maxRTO = config.GetInt("MaxRTO", 0);
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m_disableFacelights = config.GetBoolean("DisableFacelights", false);
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}
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}
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else
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else
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{
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{
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@ -898,6 +901,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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LLClientView client = new LLClientView(remoteEndPoint, m_scene, this, udpClient, sessionInfo, agentID, sessionID, circuitCode);
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LLClientView client = new LLClientView(remoteEndPoint, m_scene, this, udpClient, sessionInfo, agentID, sessionID, circuitCode);
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client.OnLogout += LogoutHandler;
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client.OnLogout += LogoutHandler;
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client.DisableFacelights = m_disableFacelights;
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// Start the IClientAPI
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// Start the IClientAPI
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client.Start();
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client.Start();
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}
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}
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@ -387,6 +387,13 @@
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;
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;
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;TextureSendLimit = 20
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;TextureSendLimit = 20
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; Quash and remove any light properties from attachments not on the
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; hands. This allows flashlights and lanterns to function, but kills
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; silly vanity "Facelights" dead. Sorry, head mounted miner's lamps
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; will also be affected.
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;
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;DisableFacelights = "false"
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[Chat]
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[Chat]
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; Controls whether the chat module is enabled. Default is true.
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; Controls whether the chat module is enabled. Default is true.
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enabled = true;
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enabled = true;
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