| Commit message (Collapse) | Author | Age | Files | Lines |
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and make it compile again
Not currently in test suite since not yet working.
Also add method doc to Scene.DeRezObjects()
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the search takes too long.
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added both the WindModule and the SunModule to the Plugin manifest.
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wiki: http://wiki.secondlife.com/wiki/LlSetLinkCamera
mantis: http://opensimulator.org/mantis/view.php?id=6397
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intentionally triggering a bunch of warnings in compiler output in hopes of encouraging other developers to refactor built-in modules when they have free time.
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make it clear we're moving to an existing folder.
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moved/created/deleted to match version numbers cached by viewers.
This is done in the way that one would expect (e.g. moving a folder increments version number on both source and destination parent folders).
This should hopefully improve viewer reuse of its cached inventory information.
Currently MySQL only but will be implement for SQLite/MSSQL if there are no issues.
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Conflicts:
OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs
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eventually replace all the if's and switches in ShapeCollection with polymorphism.
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manual code for vehicles and add PID functionality to avatar movement.
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The problem left is that the vehicle sitting on something needs
to press down for gravity and what its sitting on pushes up
so the vehicle does not penetrate. The effect is Bullet calculates
a lot of random angular motion for the vehicle. Various schemes
of damping and zeroing has not resolved the problem.
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flag to ZeroMotion method. Update the references to those functions.
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debugging code (detail log flushing).
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everytime someone asks for it.
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function for recalculating compound shape bounding box.
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the GodModule to request the dialog module interface on a kickuser call and not to use the 'in memory cached one'. Thanks Ar3s for locating the offending inconsistency.
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Delete(string[], string[]) call (not just string, string).
This is to stop viewer inventory cache version numbers becoming out of sync with grid stored numbers when viewer performs these actions.
If there are no problems with these changes, they will be propogated to SQLite (and MSSQL if that's simple enough).
May also need to do the same on folder store/create/delete and maybe propogate version increments up the folder hierarchy, but that requires investigation.
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Not doing this was allowing the viewer inventory cache to become out of sync if an item was directly deleted.
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properly
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Conflicts:
OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
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script engines to use them.
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Remove all compilation warnings (mostly 'protected' in sealed classes.)
Add the dynamicAabbEnable parameter to creation of compound shapes.
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known. This makes sure the correct accounting is done for the particular shape.
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into LinksetCompound where it should be.
Create meshes for native shapes when part of a compound linkset because
scale is currently per object and not per collision shape.
Don't schedule a LinksetCompound refresh if just changing properties.
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Add compound shape creation and freeing in shape manager.
Add optional taint-time execution method and update code to use it.
Add API2 linkage for more compound shape methods (get num, get/remove by index, ...)
Modify perferred shape return so linkset children can have differet shapes than root.
Add Position and Orientation calls to linksets so children can be moved around by
the linkset by its own calculation. Allows for very general linkset implementations.
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MassRaw to RawMass. Fix BSShapeCollection to use Raw* for creating the body to eliminate exception from referencing the physical body before it has been created.
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available BSPhysObject varaiables. Fix line endings in BSLinksetCompound.
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of BSLinksetCompound.
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Add AddTorque() method to BSPrim. Remove some manual motor actions
in computing angular force (will eventually be replaced with motor class).
Remove some experimental changes.
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constraint calculation to pull the objects together.
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next simulation step. This eliminates the management of children vs taintChildren and simplifies the constratin creation code.
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are built at the same time.
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