| Commit message (Collapse) | Author | Age | Files | Lines |
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is given if not physical.
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Modify ZeroMotion() to not make tainting calls and to use new API calls.
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rebuilding the object each time. Makes it an O(n) operation rather than O(n\!).
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correct running status on a re-rezzed attachment
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to have and confuses the issue.
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justincc's original work. Sample scripts before doing so. Also refactor some
crucial common code and eliminate parameters that were only ever used with
the same constant value.
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justincc's original work. Sample scripts before doing so. Also refactor some
crucial common code and eliminate parameters that were only ever used with
the same constant value.
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When linking, detach the no longer used SOG's from backup so they can be
collected. Since their Children collection is never emptied, they prevent
their former SOPs from being collected as well.
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if the client told us it wants to log out in the first place.
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while still in the scene to avoid losing important script state.
DeleteSceneObject can not be called before doing this!
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Ensure items coming off the lockless queue are released. Also ensure this
is done when the queue is cleared.
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As the MinHeap shrinks, free object references that have been sent. Also,
free the last item when it empties.
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Conflicts:
OpenSim/Region/ScriptEngine/Shared/Helpers.cs
prebuild.xml
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before BulletSim is
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attempting to fix a mono compile error.
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Physical linksets are fully functional.
Tweeking of the vehicle code to make it semi-work.
Utilize the new API2 for some setting operations.
Add GetOrientation() API call for proper reporting of children of linksets.
Changes the interface between C# and C++ code so old DLLs won't work!
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scene into vehicle dynamics code.
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simple, high performance logger for high frequency logging (physics sub-operations, for instance).
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Cleaned up code and got rid of compile warnings.
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with an ini configuration parameter.
Correct computation of relative offsets of children in a linkset.
Remove a prim from any link relationship before deleting it.
Minor code flow cleanups.
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other example files are in the same directory as their real files.
Only files ending in .ini and .xml are actually loaded.
Also improves the help at the top of Regions.ini.example to mention that OpenSimulator would generate Regions.ini anyway on first startup.
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return OS_NPC if an OS npc is detected.
The detection will also return agent is the NPC has been created with the OS_NPC_SENSE_AS_AGENT option.
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use with llSensor()
This same constant will later be used with llGetDetectedType().
This constant has a different name from NPC to avoid possible conflict with future LSL changes.
This constant has a different value to try and avoid unnecessary conflict with future constants that may use the same value.
Using the 'NPC' constant with llSensor() will remain valid but is deprecated.
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modInvoke commands.
Thanks SignpostMarv!!!
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if it is a UUID. The function is osIsUUID().
Thanks SignpostMarv!
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while still in the scene to avoid losing important script state.
DeleteSceneObject can not be called before doing this!
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back)
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Conflicts:
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
OpenSim/Region/Framework/Scenes/ScenePresence.cs
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connections" region console command
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synchronous to prevent long operations from holding up all inbound packet processing.
Giving a large folder from one avatar to another was causing a long delay when handled synchronously, since it took some time to retrieve the necessary data from the inventory service.
Handling this asynchronously instead stops this delay from disrupting all avatars in the scene. This has been shown in OSGrid.
I see no reason for not handling all IM messages asynchronously, just as incoming chat is handled asynchronously, so this has been switched for all instant messages.
Thanks to Nebadon for testing this change out.
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GroupsModule, since these led to a private blank method
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