Replaced (?<s1>(?![a-zA-Z_]+)\s*)" + @"([a-zA-Z_]+)(?<s2>[^a-zA-Z_\(\)]*){ with (?<s1>(?![a-zA-Z_]+)\s*)" + @"(state\s+)?([a-zA-Z_]+)(?<s2>[^a-zA-Z_\(\)]*){
Lets see what happens now... :)
Added experimental console command to:
* unload module (note: module probably doesn't support it)
* load module
Not visible in help (needs testing first).
** Created SendFullUpdateToAllClientsExcept(LLUUID) so that permission updates /appear/ to apply immediately
** Separated out the ObjectFlags and the Permission Flags. They're related but not the same
** Added a hack routine to add *back* the objectflags to the client flags because the client hates the way we're doing object permissions
** Updated the clientflags routine to properly tell the client when they can't edit admin objects (objects owned by the sim administrator) even when they're an estate manager(why? >.< argh!)
** Fixed a null sim administrator/estate manager/user from causing permissions to return false even when it should return true.
** Re-added ObjectModify hack to allow collaboration with the allow anyone to move checkbox until we get group permissions done.
'show assets' shows the current state of the asset cache (number of cached assets, requests, et c)
'clear-assets' forcibly re-initializes the asset cache thereby freeing all cached items.
'clear-assets' is not to be used lightly, as it probably introduces mem inconsistencies and doubling up of textures.
* Made Estate tools work for estate managers without needing to request admin status First
* Added code to make the Simulator version to be reported in the About box of the client
* However, I'm no longer sure they were even a big contributory factor (to this particular leak, there are other causes of other leaks). I need better measurement techniques
* Removed most of my debugging gawp
* Still not enough to solve the memory leak, though hopefully this is another step on the path
* All these changes are pretty temporary - this will be addressed with a more fundamental refactor in the future
Attached is a patch for Mantis 25 - this fixes the problem of not having a
touch_start happen for all prims in a linked group. So, with this, large
builds can now have a single script in the base prim and it will run when
any prim in the linked build is touched. The problem was that the
objectgrab event was not being propagated to all the prims in the group.