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>
When an object was deleted, the remove script instance call was aggregating the scripting events as normal.
This would queue a full update of the prim before the viewer was notifed of the deletion of that prim (QuitPacket)
On some occasions, the QuitPacket would be sent before the full update was dequeued and sent.
In principle, you would think that a viewer would ignore updates for deleted prims. But it appears that in the Linden viewer (1.23.5),
a prim update that arrives after the prim was deleted instead makes the deleted prim persist in the viewer. Such prims have no properties
and cannot be removed from the viewer except by a relog.
This change stops the prim event aggregation call if it's being deleted anyway, hence removing the spurious viewer-confusing update.
This merge was very conflicted. I think I got them all, but I can't be sure.
I had to merge to master or risk divergence to the point of unmergeability.
Change the reader to wrap old-style definitions in new style wrappers.
Change importer to not check irrelevant data that can't be reconstructed
This removes the last bit of knowledge of XEngine's .state files from core.
pass script state and assembly again properly. Reintroduce respecting tht
TrustBinaries flag. Changes the interregion protocol! No version bump
because it was broken anyway, so with a version mismatch it will simply
stay broken, but not crash. Region corssing still doesn't work because
there is still monkey business with both rezzed prims being pushed across
a border and attached prims when walking across a border. Teleport is
untested by may work.
script messages to region modules and sending back replies.
Hook IScriptModuleComms.OnScriptCommand to see commands and use
DispatchReply to reply to the script. It is recommended to pass the "id"
parameter from the event as the "k" parameter of the reply.
The script will receive the reply as a link message from link -1.
fixes problems when group owned land was abandoned by the land owner or reclaimed by the estate manager or by god.
Beside that this new patch makes it possible, that users can buy land directly for a group, if the buyer has the required permissions.
* Re-added openjpeg-dotnet files since they are used elsewhere in OpenSim * Updated prebuild.xml with a reference to CSJ2K
* Renamed IJ2KDecoder and J2KDecoder member names to follow standard naming conventions * Removed j2kDecodeCache cruft and replaced it with the OpenSim cache system * Rewrote the default layer boundary algorithm to use percentages instead of an exponent * Switched from an infinite in-memory cache to an expiring cache (10 minute timeout) * Slightly quieted logging errors for failed texture decodes
This patch allows the land owner to dynamically set the SIP address of a particular land parcel from script. This allows predetermined SIP addresses to be used, making it easier to allow non OpenSim users to join a regions voice channel.
Signed-off-by: dr scofield (aka dirk husemann) <drscofield@xyzzyxyzzy.net>
By extracting this code, it should make it easier to experiment with different ways of managing the update process. [Next step to make this module based, could be to create a SceneViewerFactoryModule]
This change addresses two issues:
[1] It adds a flag field to the blendface call which allows the
caller to indicate whether or not the generated asset is
temporary, and whether or not the asset being replaced should
be explicitly retired fromt the memory cache. The decimal
values correspond to:
0 - Permanent asset, do not expire old asset
1 - Permanent asset, expire old asset
2 - Temporary asset, do not expire old asset
3 - Temporary asset, expire old asset
'3' corresponds to the default behavior seen today, and is
the continued behavior of the non-blendface calls.
[2] The dynamic texture routines are highly-asynchronous and can
be scheduled simultaneously on a multi-core machine. The nature
of the texture management interfaece is such that updates may
be lost, and the nature of asynchornous operation means that
they may be processed out of order. A lock has been added to
ensure that updates are at least atomic. No attempt has been
made to enforce ordering. The lock applies to the SceneObjectPart
being updated and is held for the lifetime of the TextureEntry
used to carry texture updates (the one instance carries all
faces supported by the prim).
Users of these services should remember that the dynamic texture
call is asynchronous and control will be returned *before* the
texture update has actually occurred. As a result, a isubsequent
GetTexture call may not return the expected asset id. A script
must wait for the corresponding TEXTURE_CHANGED event before
retrieving any texture information.
Changes to support client-side image pre-caching in the region. This
commit adds an additional calling sequence to the DynamicTexture data
and URL calls. The new interface allows a dynamic image to be loaded
into a specific object face (rather than the mandatory ALL_SIDES
supported today.
This is in part fulfilment of ticket #458.
Scene.NewUserConnection()
- adding reason reporting
this enforces estate bans very early on and prevents us from
circulating client objects that we'd then have to retract once we
realize that the client is not allowed into the region
This hooks up the LandManagementModule to handle the DeedParcelToGroup
packet. Now people can start testing land assigned to and owned by groups.
Also fixes a viewer crash issue when searching for and then joining a group
with an agent that is not already being tracked by groups server.