Melanie
9522881404
Fix a potential key collision
2010-09-30 02:46:47 +02:00
Melanie
3d75e9addd
Lock the iteration over the inventory items when saving script states
2010-09-28 02:22:32 +02:00
Melanie
841c84831f
Try to prevent threading issues in SP.SetAppearance by locking it
2010-09-27 19:34:16 +02:00
Melanie
5b2aa02fd9
Merge branch 'master' into careminster-presence-refactor
2010-09-27 03:48:15 +01:00
Melanie
0339d420e7
Restrict top colliders / top scripts to estate managers
2010-09-27 03:45:22 +01:00
Melanie
41051b3cc6
Prevent setting arbitrary groups on your objects.
2010-09-27 02:13:22 +01:00
Melanie
8e547d3491
Prevent setting arbitrary groups on your objects.
2010-09-27 02:11:55 +01:00
Melanie
c2a4bdb2fe
Fix build break
2010-09-27 01:40:29 +01:00
Melanie
296cf04ce6
Merge branch 'master' into careminster-presence-refactor
2010-09-27 01:32:06 +01:00
Melanie
84ab4742c8
Quash the region ID on intersim messages. That prevents people from determining
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another avatars location
2010-09-27 01:31:17 +01:00
Melanie
aaa4cb64a4
if you can't edit a prim's inventory, you don't need to see the asset ids.
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Prevents stealing IDs of animations, sounds and textures from prim
inventories. Prevents copybot from gathering the wearable UUIDs needed for
pirating things from vendors.
2010-09-27 00:34:30 +01:00
Melanie
1f7d68e555
Restrict inventory items added in a transaction to folder belonging
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to the connected client.
2010-09-27 00:30:26 +01:00
Melanie
34e8bf45b6
Restrict inventory items added in a transaction to folder belonging
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to the connected client.
2010-09-27 00:29:27 +01:00
Melanie
9f17ae580d
Merge branch 'master' into careminster-presence-refactor
2010-09-26 23:57:06 +01:00
Melanie
6f78358b09
When receiving intersim IM, don't let the spoof protection bomb
2010-09-26 23:50:55 +01:00
Melanie
dc49057c8a
Consistency patch: use Path.Combine() instead of + and eliminate the need
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for a trailing slash on exports/
2010-09-26 20:03:00 +01:00
Melanie
14db53b723
Another typo fix
2010-09-26 18:35:15 +01:00
Melanie
d0c271adc6
Typo fixes
2010-09-26 18:06:23 +01:00
Melanie
aecac9bba9
Typo fixes
2010-09-26 18:05:55 +01:00
Melanie
6f689f591a
Merge Master
2010-09-26 17:56:31 +01:00
BlueWall
b0b4782a2b
adding configurable j2kDecodeCache path
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allowing the decoded sculpt map cache path to be defined in
the configuration files.
Use DecodedSculpMapPath in the [Startup] section to set
the path. The default is still ./bin/j2kDecodeCache
2010-09-26 17:04:11 +01:00
BlueWall
8afa21cef0
Some cleanup to OpenSimDefaults.ini
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Fixing a couple of errors
2010-09-26 17:00:56 +01:00
Melanie
51e03617e9
Changes to preceding patch to make it conform to inifile formats. BLANK LINE
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before each comment/option group, and DOUBLE SEMICOLONS before pure text
comments in OpenSim.ini.exemaple
2010-09-26 02:31:37 +01:00
BlueWall
4f25b73b57
Add configurable path to script engine assemblies
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Adding ability to place script engine assemblies outside
the codebase directories.
Uses new [XEngine] option: ScriptEnginesPath = "path_to_assemblies"
Signed-off-by: Melanie <melanie@t-data.com>
2010-09-26 02:30:46 +01:00
Melanie
0080f28f1d
Merge branch 'master' into careminster-presence-refactor
2010-09-25 06:57:53 +01:00
Melanie
d8ae287ebf
Prevent spoofing the agent name on text IM
2010-09-25 06:56:08 +01:00
Melanie
4fbdcb95a0
Merge branch 'master' into careminster-presence-refactor
2010-09-25 06:19:26 +01:00
Melanie
3b76d7bbb6
Fix a minor economy issue
2010-09-25 06:09:35 +01:00
Melanie
83b16612ce
Experimental locking of taint processing
2010-09-25 05:57:08 +02:00
Justin Clark-Casey (justincc)
30d3e8a13e
Add prim name to OdePrim Error and Warning messages.
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This aims to make it easier to identify and remove rogue prims that are causing ODE to fall over.
2010-09-25 01:07:37 +01:00
Justin Clark-Casey (justincc)
6325fa515d
Add UUID to physics prim name parameter so that diagnostic messages can be made more useful.
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If a separate UUID parameter is better for the future then this can be added later on.
2010-09-25 00:51:40 +01:00
Justin Clark-Casey (justincc)
b366ad5012
Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
2010-09-25 00:00:00 +01:00
Justin Clark-Casey (justincc)
5bcf9ae2f9
If the uuid gatherer fails to find the asset containing gesture metadata, then simply return rather than generating an exception
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This matches existing behaviour, though better diagnostics for missing assets may be good later on.
This addresses http://opensimulator.org/mantis/view.php?id=4977
2010-09-24 23:58:37 +01:00
Melanie
1c1f308052
if you can't edit a prim's inventory, you don't need to see the asset ids.
...
Prevents stealing IDs of animations, sounds and textures from prim
inventories. Prevents copybot from gathering the wearable UUIDs needed for
pirating things from vendors.
2010-09-24 23:48:52 +02:00
Melanie
33bd4fe789
When clearing the addin registry, respect a custom path
2010-09-24 22:00:51 +02:00
Kevin Cozens
8dc59f5b59
Added delay for llSetPrimitiveParams() and llSetLinkPrimitiveParams() functions per the LSL wiki.
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Signed-off-by: Melanie <melanie@t-data.com>
This patch also fixes a large amount of trailing whitespace. While this is
beneficial, it should really be in a separate patch that fixes whitespace only.
Just good practice.
2010-09-24 16:25:14 +01:00
Teravus Ovares (Dan Olivares)
acd5bbdb71
* One more item for CSharpSqlite
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* Hopefully this will enable mac people to use SQLite again
* Someone cooler then me will need to figure out how to define CSharpSqlite with Mono so the conditional will pick up.
* There's also an error that occurs when you first load OpenSimulator under CSharpSQLite that goes away after.
* The databases are not byte for byte compatible. Mono.Data.Sqlite is able to read CSharpSqlite made databases but not the reverse way.
2010-09-23 01:45:54 -04:00
Teravus Ovares (Dan Olivares)
983c6a74b1
* Add CSharpSqlite to prebuild
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* Use a conditional define to determine whether we're using CSharpSqlite or Mono.Data.Sqlite
#if CSharpSqlite
using Community.CsharpSqlite.Sqlite;
#else
using Mono.Data.Sqlite;
#endif
* Hopefully, this will restore sqlite functionality on a Mac. In visual studio, you can edit the OpenSim.Data.SQLite project, go to the Build tab and enter CSharpSqlite in the box. I'm not sure how to define CSharpSqlite in Mono, someone better at it then me will have to take the job of figuring out the best way to define it in Mono.
2010-09-23 01:21:08 -04:00
Teravus Ovares (Dan Olivares)
33ae5ad309
* Pushing the Community.CSharpSqlite.Sqlite dll's I built. This is a slightly modified version of CSharpSqlite built in silverlight mode so that it doesn't have the locking issues that it normally would under .NET and a custom ADO.NET wrapper based on Mono.Data.Sqlite. I'm not entirely sure if these will be kept here like this in debug mode with the pdb's Maybe to start.. but after some testing we'll put them in release mode.
2010-09-23 00:50:18 -04:00
Melanie
41847e8fdf
Merge branch 'careminster-presence-refactor' of ssh://melanie@3dhosting.de/var/git/careminster into careminster-presence-refactor
2010-09-21 04:03:40 +01:00
Melanie
9feef34a81
Merge branch 'master' into careminster-presence-refactor
2010-09-21 04:03:14 +01:00
Melanie
2b8c99c2fb
Merge branch 'master' of melanie@opensimulator.org:/var/git/opensim
2010-09-21 04:02:50 +01:00
Melanie
14adf90805
Fix a typo
2010-09-21 04:02:34 +01:00
Melanie
10a37f5be4
Refactor script create permission into the perms module
2010-09-21 04:02:28 +01:00
Melanie
12f9b1df8c
Fix a typo
2010-09-21 03:57:09 +02:00
Melanie
7229bc4fbd
Refactor script create permission into the perms module
2010-09-21 02:08:55 +02:00
Justin Clark-Casey (justincc)
51207c24a0
Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
2010-09-21 01:04:08 +01:00
Justin Clark-Casey (justincc)
192bcab987
Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
2010-09-21 01:01:07 +01:00
Justin Clark-Casey (justincc)
a85779e477
If the uuid of a SceneObjectGroup (RootPart) is changed before adding to the scene, remove the old uuid reference from m_parts as well as adding the new one.
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The separate remove and set operations is SOG.set_UUID() are both locked under m_parts.SyncRoot since they are logically atomic (though this isn't such an issue if the SOG isn't part of a scene)
Added unit test for this behaviour.
Also changed the second m_parts.AddOrReplace() to m_parts.Add(). As the old reference is now removed we never end up replacing an identical uuid. And if we replace a uuid that's already there (from a child part) then this is an error.
2010-09-21 00:58:54 +01:00
Melanie
9cf8795ecf
Fix a merge artefact that broke script state persistence in XAttachments
2010-09-19 22:53:05 +02:00