* Switch default permissions back to false (so they are not on) as they were two revisions ago, since it sounds like this was our agreed position from some time back

* Make the default also false (to match what is in OpenSim.ini.example)
This commit is contained in:
Justin Clarke Casey
2008-11-14 15:48:34 +00:00
parent 8372880c75
commit 165fcd1aac
2 changed files with 3 additions and 6 deletions

View File

@@ -62,7 +62,7 @@ namespace OpenSim.Region.Environment.Modules.World.Permissions
#region Bypass Permissions / Debug Permissions Stuff
// Bypasses the permissions engine
private bool m_bypassPermissions = false;
private bool m_bypassPermissions = true;
private bool m_bypassPermissionsValue = true;
private bool m_debugPermissions = false;
private bool m_allowGridGods = false;
@@ -372,8 +372,6 @@ namespace OpenSim.Region.Environment.Modules.World.Permissions
if (IsEstateManager(user) && m_RegionOwnerIsGod)
return objectOwnerMask;
// Admin should be able to edit anything in the sim (including admin objects)
if (IsAdministrator(user))
return objectOwnerMask;
@@ -823,13 +821,11 @@ namespace OpenSim.Region.Environment.Modules.World.Permissions
return false;
}
SceneObjectGroup group = (SceneObjectGroup)m_scene.Entities[objectID];
UUID objectOwner = group.OwnerID;
locked = ((group.RootPart.OwnerMask & PERM_LOCKED) == 0);
// This is an exception to the generic object permission.
// Administrators who lock their objects should not be able to move them,
// however generic object permission should return true.

View File

@@ -113,7 +113,8 @@
; If set to false, then, in theory, the server never carries out permission checks (allowing anybody to copy
; any item, etc. This may not yet be implemented uniformally.
; If set to true, then all permissions checks are carried out
serverside_object_permissions = true
; Default is false
serverside_object_permissions = false
allow_grid_gods = false