Fixes: Undo, T-pose of others on login, modifiedBulletX works again, feet now stand on the ground instead of in the ground, adds checks to CombatModule. Adds: Redo, Land Undo, checks to agentUpdate (so one can not fall off of a region), more vehicle parts. Finishes almost all of LSL (1 function left, 2 events).
Direct flames and kudos to Revolution, please
Signed-off-by: Melanie <melanie@t-data.com>
* Added a 'Create Update Statement' method that takes two fields for a primary key
* Added an Update and Delete command for parcels and land access list table rows.
These patch should allow people using systems that do not have their locale set to En_US or similar to use OpenSim without suffering effects such as being a million miles up in the air on login.
The problem was caused by parsing strings without forcing that parse to be En_US (hence different decimal and digit group symbols were causing problems).
Thanks very much to VikingErik for doing the legwork on this fix and phacelia for spotting it in the first place.
This resolves the problem where eyes and hair would turn white on standalone configurations
When a client receives body part information, for some insane reason or other it always ends up uploading this back to the server and then immediately re-requesting it.
This should have been okay since we stored that asset in cache. However, the standalone asset service connector was not checking this cache properly, so every time the client made the request for the asset it has just loaded it would get a big fat null back in the face, causing it to make clothes and hair white.
This bug did not affect grids since they use a different service connector.
in place of OpenSim, dump the config to stdout. Use -f xml, -f ini or -f mysql
to get a condensed ini file, an xml file suitable for webloading, or a set
of mysql insert statements.
This will be replaced by a better solution where an enabled baking module will fail if no cache is in place (same for dynamic texture modules)
This reverts commit 7058a4c259.
If this is the case, this patch makes CenomeAssetCache the default cache (which matches that selected in StandaloneCommon.ini.example)
Not having an asset cache may lead to a continual loop of appearance baking failures and cause dynamic textures not to work, among other effects