llFrand, llSetColor, llGetColor, llSetTexture, llGetTexture,
llSetAlpha, llGetAlpha, llRotateTexture, llScaleTexture,
llOffsetTexture, llGetTextureOffset, llGetTextureScale, llGetTextureRot.
With these changes the "kan-ed" script #2 should be working.
* Fixes weirdness when typing and sitting at the same time
* Should fix bug #32 (getting stuck in edit appearance pose)
* Crouchwalk and possibly jump may need more looking into
Refractored the TextureDownloadModule (but currently to make debugging easier, it is running as a non shared module, so this results in a instance of this module being created for each region (and a extra thread per region), this will be changed back soon.
Removed the old texture handling/sending code from AssetCache.
A few other small changes/fixes.
* Added List<RegionInfo> m_neighbours to Scene
* Hooked up the OnRegionUp event to m_neighbours list
* Modified RegionInfo to have a bool commFailTF value so that we can skip neighbors that fail. (when the region comes up, this gets reset to false and the region will try again.
* Added SetChildAgentThrottle(byte[]) to IClientAPI
* Several other insignificant changes related to passing child pertanant agent data from sim to sim.
This corrects an off by one mistake in my previous patch - with this patch
the user root inventory folder should once again be correctly returned
under sqlite.
This was done correctly for mysql and mssql, my only (feeble) defence is
that with sqlite the code was a little different and I was eliminating
clauses rather than slightly modifying them.
* Will be using this glue Tomorrow/today to tell other regions what the agent's draw distance is and what region they're actually in so the region can make decisions on what prim to send, if any.
Note: this mainly improves Standalone mode, as in grid mode the appearance data isn't passed between region servers. Although people should notice a improvement when moving between regions in the same instance.
* BACKUP YOUR PRIM BEFORE UPDATING TO THIS and then double check the prim permissions after applying it with a different avatar (then the master avatar or the prim owner avatar).
* Also, beware that any objects created under the old permission scheme may react oddly. They may automatically allow anyone to modify them, (which you'll then have to un-set).
* It's hacked support because when 'anyone can move is set', any avatar can modify the prim (texture, shape, scale, etc)
me on Mono 1.2.4, which led to client crashes. I think the Timer.Stop()
wasn't doing what was desired on Mono. The Queue refactoring should address
the readability issues lbsa71 was working on as soon as I get the merge together.