| Commit message (Collapse) | Author | Age | Files | Lines |
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non-active. This turns off 'setForce', 'setTorque' and 'moveToTarget'
when the object is selected or made non-physical.
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can use to know if the object is currently active.
Code cleaning including use of Util.ClampV function.
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Conflicts:
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
OpenSim/Region/ScriptEngine/Shared/Instance/Tests/CoopTerminationTests.cs
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It was a dumb idea to try and do a nose over feature for jumping cars anyway.
Add better logging of native shape creation/reuse so can tell the difference.
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objects have been fetched.
Update TODO list with more work.
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to the documented maximum from the outragious number previously.
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script wait event (llSleep(), etc.)
This makes use of EventWaitHandles since various web references indicate that Thread.Interrupt() can also cause runtime instability.
If co-op termination is enabled, then termination sets the wait handle instead of waiting for a timeout before possibly aborting the thread.
This allows the script to cleanly terminate if it's in a llSleep/LL function delay or the next time it enters such a wait without any timeout period.
Co-op termination is not yet testable since checking for termination request within loops that never trigger a wait is not yet implemented.
This commit, unlike 1b5c41c, passes the wait handle as an extra parameter through IScript.Initialize() instead of passing IScriptInstance itself.
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during a script wait event (llSleep(), etc.)"
Doing this as a favour to Melanie. This will be back with passing the wait handles directly to the api.
This reverts commit 1b5c41c14ad11325be249ea1cce3c65d4d6a89be.
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search data
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regarding prim positioning.
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script wait event (llSleep(), etc.)
This makes use of EventWaitHandles since various web references indicate that Thread.Interrupt() can also cause runtime instability.
If co-op termination is enabled, then termination sets the wait handle instead of waiting for a timeout before possibly aborting the thread.
This allows the script to cleanly terminate if it's in a llSleep/LL function delay or the next time it enters such a wait without any timeout period.
Co-op termination is not yet testable since checking for termination request within loops that never trigger a wait is not yet implemented.
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pass down IScriptInstance instead.
This is to allow the future co-operative script thread terminate feature to detect and act upon termination requests.
This splits the assembly and state loading out from the ScriptInstance() constructor to a separate Load() method
in order to facilititate continued script logic regression testing.
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because the computations are wrong.
Add VehicleTorqueImpulse routines.
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Free pinned memory when physics engine is unloaded.
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other than the object currently sat on
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and enable friction computation caching. Remove dangerous BulletSim
settings from OpenSimDefaults.ini.
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went wrong, rather than a possibly unhelpful simple exception message.
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Add locking on register prestep action list preventing potential race conditions.
Little comment and formatting changes.
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Added registration json-rpc handlers in the http server. Covers version 2.0
See: http://www.jsonrpc.org/specification
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instead of sometimes but not always looking it up.
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Conflicts:
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
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Move physical prim above ground if it is underground. Previously tried to correct by applying and up force but the prim would never go through the ground.
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Necessitated allowing simulator and physical position of a body to
get out of sync since Bullet assumes that <0,0,0> is the center of mass.
Update DLLs and SOs for the UpdateChildTransform so positions of
individual prim in a linkset can be implemented.
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the physics engines to return the name that is specified in the INI
file ("physics = XXX") as the type of engine.
This os function is a little different than the others in that it
does not throw an exception of one is not privilaged to use it.
It merely returns an empty string.
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to see if physical before trying to step. Replace vehicle gravity application. Previously relying on Bullet to apply gravity but since vehicles over-ride the velocity calculation, gravity never had a chance to accelerate the body down. Added AddForceImpulse as well as AddForce for those who need to apply immediate velocity updates. Use the impulse to apply the linear motion.
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rather than just saying it happened.
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algorithm for limitMotorUp that relies on going up when not colliding rather than distance from ground. Add parameter for turning on and off embedded source vehicle debugging.
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buoyancy. Add motor angular debugging controls.
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