UbitUmarov
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b319977a3f
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dont list deleted ones, that still don't know they are gone
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2017-06-26 20:51:40 +01:00 |
UbitUmarov
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e53f439981
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add osGetNPCList()
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2017-06-26 20:42:49 +01:00 |
UbitUmarov
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b59ce7c968
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also on the actual source file
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2017-06-26 20:28:16 +01:00 |
UbitUmarov
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3fda7c6315
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take a few more out of level check
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2017-06-26 20:23:24 +01:00 |
UbitUmarov
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9ea6580c37
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update osslEnable.ini. functions that have no level check are still listed but commented, just to be more visible
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2017-06-26 20:05:11 +01:00 |
UbitUmarov
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f660aa37ac
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add similar restrictions to osObjectTeleport :(
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2017-06-26 19:40:20 +01:00 |
UbitUmarov
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cbd0af3cab
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let osTeleport* always work on script prim owner
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2017-06-26 18:26:45 +01:00 |
UbitUmarov
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ef74efeaa7
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and add a missing bracket :)
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2017-06-26 09:18:31 +01:00 |
UbitUmarov
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e075cf4461
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fix bad english
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2017-06-26 09:08:23 +01:00 |
UbitUmarov
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0c5f412ed4
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put back restriction that on osTeleport the target must be on land owned by the script owner or this is a estate manager/owner, or target did gave script permission.
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2017-06-26 02:49:20 +01:00 |
UbitUmarov
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0418542344
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some shortcuts on local osTeleport, reduce its time penalty, do it with script thread
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2017-06-26 00:18:46 +01:00 |
UbitUmarov
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3ce909528d
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change Backup calls overlap control code
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2017-06-25 15:42:36 +01:00 |
UbitUmarov
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84abdf866a
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add respective ossl helper funtion osDrawScaleTransform(string drawList, LSL_Float x, LSL_Float y)
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2017-06-25 02:26:36 +01:00 |
UbitUmarov
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a9a44eaeb5
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add vectorrender string command ''ScaleTransf x,y;''. this allows scaling of objects to draw next. -1,1 will make text be drawn with x direction flipped (it is like the texture scale)
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2017-06-25 02:17:02 +01:00 |
UbitUmarov
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cb8975e567
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add string osDrawTranslationTransform(string drawList, LSL_Float x, LSL_Float y), string osDrawRotationTransform(string drawList, LSL_Float x) and string osDrawResetTransform(string drawList) helper functions for the new vector renderer comands. Removed ThreadLevel check of similar funtions that had it None, and actually only set strings
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2017-06-24 23:04:37 +01:00 |
UbitUmarov
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5d776fca3a
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add dyn textures vectorrender comands ''ResetTransf;'', ''TransTransf x,y;'' and ''RotTransf x'' string only, no ossl helper api still
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2017-06-24 21:42:11 +01:00 |
UbitUmarov
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1a8a77c41e
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revert the thread level change; remove unused dynamic texture timer from internal code; let blend alpha work if < 255; let blend work with the selected face; etc
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2017-06-24 09:24:56 +01:00 |
UbitUmarov
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8d1dd44edb
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simplify vectorrender background draw
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2017-06-24 07:39:22 +01:00 |
UbitUmarov
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ed8fc359f3
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change thread level of osSetDynamicTextureDataBlendFace to VeryHigh
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2017-06-24 06:11:10 +01:00 |
UbitUmarov
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72db6f76b5
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remove a DynamicTexture leak, make it actually return the new texture ID to ossl, do delete previus texture from local cache if temporary,at least on same cases... but still very broken..
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2017-06-24 05:22:02 +01:00 |
UbitUmarov
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ae4266916c
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add string osSetDynamicTextureDataFace(string dynamicID, string contentType, string data, string extraParams, int timer, int face) to easy only setting a prim face
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2017-06-24 04:23:13 +01:00 |
UbitUmarov
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c3dbf91152
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osDrawFilledEllipse or string comand FillEllipse identical do Ellipse one
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2017-06-24 03:21:23 +01:00 |
UbitUmarov
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191661b51d
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a few more changes to iar/oar assets save error/warning to show problems known to be asset errors
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2017-06-24 02:01:48 +01:00 |
UbitUmarov
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0a1f497dee
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code actually has no ideia if a id is a asset or not and does try to handle all as assets, it really can't report errors. Change messages to make more clear they are only warnings and may mean nothing at all
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2017-06-23 19:55:23 +01:00 |
UbitUmarov
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83e443bca1
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do the same on OAR saves
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2017-06-23 17:48:59 +01:00 |
UbitUmarov
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95595a8360
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coment out missing or damage assets messages in uuidgather that are not very usefull. In IAR save display information about items that contain references to broken assets. Note that as explained on mantis 8195 this can't will not detect all problems
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2017-06-23 17:23:28 +01:00 |
UbitUmarov
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3c6790b061
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several changes to iar/oar assets error reports
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2017-06-23 15:50:16 +01:00 |
UbitUmarov
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28caf1e089
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actually iar do it for iar
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2017-06-22 22:09:00 +01:00 |
UbitUmarov
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cbae148f68
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show the count of broken assets we now have from gather on iar/oar pre save information
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2017-06-22 21:48:26 +01:00 |
UbitUmarov
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aea49070c9
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change uuidgather a bit more
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2017-06-22 21:37:51 +01:00 |
UbitUmarov
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66c8b7202b
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split some asset uuids gather i stages with dif possible errors, and dont let them be fatal
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2017-06-22 19:38:38 +01:00 |
UbitUmarov
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11d3860781
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avoid some broken object assets present in osgrid inventories due to past problems, etc
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2017-06-21 21:38:12 +01:00 |
UbitUmarov
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1bfe4da378
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do not try to store on oars temporary or in transit objects ( they may be deleted during the save)
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2017-06-21 20:15:35 +01:00 |
UbitUmarov
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637d35631c
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make oar/iar assets writer be done by caller thread like the rest of the
oar/iar save. This may look more painfull but should reduce errors and
threads fights. Fill lucky i just don't stop the entire simulation during
this
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2017-06-21 18:40:53 +01:00 |
UbitUmarov
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70da902732
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changes to AutoBackModule. Store folder and number of days expire is now also only defined in OpenSim.ini and so same for all regions.
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2017-06-21 13:35:36 +01:00 |
UbitUmarov
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36442c004f
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changes to AutoBackModule. Add option ALL to dooarbackup to save all regions in instance
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2017-06-21 03:56:43 +01:00 |
UbitUmarov
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651952e01e
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changes to AutoBackModule. Time interval is now unique and only definable on OpenSim.ini. All enabled regions will be saved in sequence whne it expires. Interval is time since last region save end, so will not follow wall clock. This reduces the chance of overlapped saves. Console command renamed to dooarbackup to be more distint from db backup. Lost the region load checks, to put back later
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2017-06-21 03:31:07 +01:00 |
UbitUmarov
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79e166e9aa
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revert EnvironmentTick back to orignal clock, since change may cause issues on some code paths. Clean a bit get mesh and get texture throttle
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2017-06-19 05:22:38 +01:00 |
UbitUmarov
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fe0fce424c
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a defual can me comented out
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2017-06-19 03:19:55 +01:00 |
UbitUmarov
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4df19ece53
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framework main thread pool is always active and in use ( even id hard to catch) so show in on show stats. Disable ServerStatsCollector by default, since most don't use it, Adicionally it uses shared framework performance counters system that may be affected if a region crashs
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2017-06-16 18:16:26 +01:00 |
UbitUmarov
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822574df9f
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change the clock source for EnvironmentTickCount so it does get a bit more resolution if avaiable (1ms) specially on windows. This until all calls to this are removed. Coment out some stats in workpool/threads creation path
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2017-06-15 20:28:20 +01:00 |
UbitUmarov
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969d5f742c
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update inventory item permissions on deattach
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2017-06-15 04:20:32 +01:00 |
UbitUmarov
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1c64b5018a
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fix llsd DeserialiseOSDMap cast from boolean to int, this seems to fix alchemy beta 5.0 scripts upload, but this viewer seems to be of no use for opensim, sice it does crash.. insists lbsa is at second life etc
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2017-06-14 22:05:53 +01:00 |
UbitUmarov
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d9a300fa8e
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some cleanup.. remove some stats that only some do look at once on a lifetime
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2017-06-14 20:19:13 +01:00 |
UbitUmarov
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8e3a50212c
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remove options about script compilers the got back somehow on defaults also
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2017-06-14 16:03:03 +01:00 |
UbitUmarov
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ef87370cf1
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remove options about script compilers the got back somehow
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2017-06-14 15:58:02 +01:00 |
UbitUmarov
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5e67bd5778
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main generic use JobEngine also does not need a permanent thread.. actually doesn't even seem to be in use
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2017-06-14 00:51:22 +01:00 |
UbitUmarov
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614a5266c5
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guess HGEntityTransferModule jobengine does not need a permanet thread
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2017-06-13 22:45:31 +01:00 |
UbitUmarov
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ed8526bcfb
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coment out tests that now depend on active thread pool
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2017-06-13 20:34:21 +01:00 |
UbitUmarov
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ad43cc6784
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change llclient async udp packets processing. Removed the shared Jobengine that made only one thread do some packets for all users, and removed the FireAndForget, so each user could issue a unlimited number of threads. Added a new JobEngine per client, so each gets at most one thread,and that thread can be released if iddle (for 5 seconds )
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2017-06-13 19:04:18 +01:00 |