| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
| |
functions. If values set from console, the functions are called. Looking
for why the collision pools fill up with unnecessary stuff.
|
| |
|
|
|
|
|
|
| |
system script call that does not have an empty list.
As per http://opensimulator.org/mantis/view.php?id=6353
|
|
|
|
| |
Was hand-typing in a line of code I had tested before but not retested this time
|
|
|
|
|
|
| |
avatars sitting on the same scene obejct, instead of wrongly popping up request permissions dialog.
Resolves http://opensimulator.org/mantis/view.php?id=6478
|
|
|
|
| |
avatar count rather than independently inspecting every scene presence
|
|
|
|
|
|
| |
link number.
As per http://wiki.secondlife.com/wiki/LlGetLinkName
|
|
|
|
|
|
|
|
| |
As per http://wiki.secondlife.com/wiki/LlGetLinkKey
This is done by keeping a scene-object wide list of sitters.
This also fixes bugs in this function where linknums 0 and 1 weren't treated properly if there were sitting avatars on a single prim.
This also fixes a minor race condition for multiple concurrent sitters on a prim with no current sitters by locking on the object-wide list rather than individual sop lists
Addresses http://opensimulator.org/mantis/view.php?id=6477
|
|
|
|
| |
we're deselecting the prim in code before scheduling an update on attachment
|
|
|
|
|
|
|
|
| |
properly.
It seems this is happening because we send a kill for objects that are selected when attached.
A code comment says that this is to get the client to deselect it, but v3 and v1 clients do this just fine without the kill.
Aims to address http://opensimulator.org/mantis/view.php?id=6456
|
|
|
|
| |
script module functions which then later call LSL_Types.list.GetVector3Item() or LSL_Types.list.GetQuaternionItem() methods would then trigger an InvalidCastException, which is now avoided.
|
|
|
|
| |
based on doxygen error output
|
|
|
|
| |
output; changing an xml-style hint to a uri-style hint in the class summary, improving documentation of Initialise method and removing a superfluous parameter, improving documentating of ClientClosed method and documenting an omitted parameter
|
|
|
|
| |
file to doxygen config, adding doxygen output directory & error log to .gitignore
|
| |
|
|
|
|
| |
making binary distribution
|
|
|
|
|
|
| |
from Warn.
This is to stop this unnecessarily triggering log analysis code which reports warn and error level statements.
|
|
|
|
| |
truly equal
|
|
|
|
| |
inconsistently used. - The sun position is always calculated by combining the sun settings in the Region and Estate. This fixes the problem that 'UseEstateSun' didn't work. - To remove ambiguity, the EstateToolsSunUpdate event no longer accepts the sun's position as parameters. That's because the position is always calculated from the Region and Estate settings. - Use only the 'FixedSun' flag to determine whether the sun is fixed; not the 'UseGlobalTime' flag. - Don't change the region's 'SunPosition' field according to the sun's position: this field is used only to set the position when using a FixedSun. (The 'SunVector' field does get updated according to the sun's position in the sky)
|
|
|
|
| |
If an avatar moved between regions: A -> B -> A, then when returning to region A the AvatarEnteringNewParcel wasn't triggered. This happened because the ScenePresence in region A still remembered its previous 'currentParcelUUID', so it appeared as if the avatar didn't change parcels. Now, however, when a ScenePresence becomes a child presence we clear its 'currentParcelUUID'.
|
|
|
|
| |
This prevents errors when one thread iterates over the regions (e.g., from RegenerateMaptileAndReregister()) while another thread is adding a region.
|
|
|
|
| |
console command
|
|
|
|
| |
LandManagementModule
|
| |
|
|
|
|
| |
that the operation failed
|
|
|
|
| |
rather than having to ToString() them first
|
|
|
|
| |
Scripts dialogs
|
|
|
|
| |
This shows the current animation sequence and default anims for avatars.
|
|
|
|
|
|
|
| |
llRequestPermissions()
This is consistent with all other OSSL NPC functions that allow unowned avatars to be manipulated.
Aims to address http://opensimulator.org/mantis/view.php?id=6483
|
|
|
|
| |
every so many frames. Default to off.
|
|
|
|
| |
into the unmanaged Bullet interface class.
|
|
|
|
|
|
|
|
| |
Copied BulletSNPlugin.BulletSimAPI to a new
BulletSPlugin.BSAPIXNA.cs and then modifyed the latter to
comply with the BSAPITemplate definition. Not totally debugged
but the code is all there for an INI variable to select either
unmanaged C++ Bullet or the C# version of Bullet.
|
| |
|
|
|
|
|
| |
to have pointers and managed to have objects.
Initial paste of XNA code. Commented out.
|
|
|
|
|
|
|
|
| |
1. The error checking for the case where there's no "My Inventory" folder was
incorrect: it checked the wrong variable.
2. If GetSystemFolderForType() is called to get AssetType.RootFolder then
it should return the root folder immediately; not look for another root
folder below it.
|
|
|
|
|
| |
A different approach to the patch in http://opensimulator.org/mantis/view.php?id=6462
that doesn't involve further forking of SmartThreadPool
|
|
|
|
|
|
| |
pool on first use rather than constructing it ourselves.
No functional change.
|
|\ |
|
| |
| |
| |
| | |
BSAPITemplate.
|
| |
| |
| |
| | |
relied on prebuilt construction info structures.
|
| |
| |
| |
| |
| | |
Remove all related calls from the unmanaged and BSAPITemplate interfaces.
Update DLLs and SOs to include the version without HeightMapInfo structures.
|
| |
| |
| |
| | |
Update BulletSim DLLs and SOs with simplier step function interface.
|
| |
| |
| |
| | |
Only initialization and debug fuctions left.
|
| |
| |
| |
| | |
(.ToString(X)) and replace it with a method on BulletBody, BulletShape, ...
|
| |
| |
| |
| | |
functions.
|
| |
| |
| |
| | |
unmanaged (C++) and managed (C#).
|
| |
| |
| |
| | |
BulletSim core to using the BulletSimAPITemplate. Physical object creation and destruction first.
|
| |
| |
| |
| |
| |
| | |
instantiations for PhysBody and PhysShape when BSPhysObject is created
to account for them being classes and not structures.
Update TODO list.
|
| |
| |
| |
| |
| |
| |
| |
| | |
by reversing the sign on the recoil computation and adding a
[XEngine]RecoilScaleFactor parameter which defaults to zero.
Testing in SL seems to show that there is not a recoil action there.
Or, at least, it is very small. If someone knows how small, the default
for the scale factor should be changed.
|
| | |
|