| Commit message (Collapse) | Author | Age | Files | Lines |
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via the viewer estate dialog stopped working.
Forgot to register the new interface.
Also removes some code which got included by adpating an existing module.
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scene <key> <value>" to "debug scene set <key> <value>" to accomodate future settings
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periodic backup
This is rather than making unnecessary duplicate checks that the SOG later performs again.
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disable periodic scene backup. For debug purposes.
If false, scene is still saved on shutdown.
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Conflicts:
OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs
OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
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HGAssetBroker doesn't try to save back to the avatar's originating region
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Also, "show sensors" changes to "show script sensors".
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fix up code comment
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Fix problem of vehicles going crazy when backing up.
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match other scripts commands (and it's own short help text)
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This reverts commit 5561333668f61f043cdfc0733a4eb50a1bcfb14e.
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This reverts commit a775931a0cec9f65748c6e20dd2695edcbe21b7f.
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work.
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Rotate angular correction forces to be world relative rather than vehicle relative.
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It looks like BulletSim and ODE rely on penetration correction to cause
the avatar to move up and thus allowing walking up stairs. Object
penetration was minimized for walking and flying (so one doesn't go
through walls) and this stopped stairs from working. This commit
introduces avatar movement code to check for collisions at the
feet while walking and attempts to raise the avatar for the steps.
Not yet perfect but movement is better.
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Add definition of hand crafted avatar mesh. Not used yet.
Comments and cleanup.
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Conflicts:
OpenSim/Region/Framework/Scenes/ScenePresence.cs
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box and not the complete mesh. Fill mesh physical objects are back.
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Implementation of non-vehicle hover but haven't tested it a lot.
Update TODO list.
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change functionality but removes an oddity in computing the force.
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Not all there yet.
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Add BSFMotor.
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so it is clear what Bullet is actually doing with the set values.
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by new registrations thus causing multiple instances of an action.
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functions. If values set from console, the functions are called. Looking
for why the collision pools fill up with unnecessary stuff.
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Conflicts:
OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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system script call that does not have an empty list.
As per http://opensimulator.org/mantis/view.php?id=6353
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Was hand-typing in a line of code I had tested before but not retested this time
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avatars sitting on the same scene obejct, instead of wrongly popping up request permissions dialog.
Resolves http://opensimulator.org/mantis/view.php?id=6478
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avatar count rather than independently inspecting every scene presence
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link number.
As per http://wiki.secondlife.com/wiki/LlGetLinkName
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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
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we're deselecting the prim in code before scheduling an update on attachment
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