Commit message (Collapse) | Author | Age | Files | Lines | ||
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| * | | | fixing a bug in SceneObjectPart.SendSound where sounds would always come ↵ | SignpostMarv | 2012-10-29 | 1 | -9/+8 | |
| | | | | | | | | | | | | | | | | from the root prim rather than the source prim | |||||
| * | | | Factoring out a superfluous local variable & repeated assignment in ↵ | SignpostMarv | 2012-10-29 | 1 | -10/+8 | |
| | | | | | | | | | | | | | | | | SceneObjectPart.SendSound as linksets are only meant to have a single owner | |||||
| * | | | Formatting SoundModuleNonShared.LoopSound, consistent indentation | SignpostMarv | 2012-10-29 | 1 | -1/+1 | |
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| * | | | deduplicating code into a single LoopSound method | SignpostMarv | 2012-10-29 | 3 | -27/+23 | |
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| * | | | removing superfluous lines from SceneObjectPart.SendSound | SignpostMarv | 2012-10-29 | 1 | -8/+0 | |
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| * | | | refactoring StopSound into a private static method to skip repeating ↵ | SignpostMarv | 2012-10-29 | 1 | -1/+6 | |
| | | | | | | | | | | | | | | | | m_scene.TryGetSceneObjectPart | |||||
| * | | | Removing a locked iteration over SceneObjectGroup.LoopSoundSlavePrims as the ↵ | SignpostMarv | 2012-10-29 | 1 | -15/+0 | |
| | | | | | | | | | | | | | | | | SL Wiki spec does not state that slaves are set to match master values | |||||
| * | | | adjusting parameter order of PreloadSound to be more logical | SignpostMarv | 2012-10-29 | 3 | -4/+4 | |
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| * | | | transposing LoopSoundMaster to Sound Module | SignpostMarv | 2012-10-29 | 3 | -25/+50 | |
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| * | | | transposing preload sound onto sound module | SignpostMarv | 2012-10-29 | 4 | -32/+32 | |
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| * | | | transposing stop sound into sound module | SignpostMarv | 2012-10-29 | 3 | -37/+56 | |
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| * | | | moving comment for llStopSound inside the method block prior to ↵ | SignpostMarv | 2012-10-29 | 1 | -1/+1 | |
| | | | | | | | | | | | | | | | | transposition to sound module | |||||
| * | | | documenting ISoundModule methods & fields | SignpostMarv | 2012-10-29 | 1 | -0/+28 | |
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| * | | | formatting ISoundModule prior to documentation | SignpostMarv | 2012-10-29 | 1 | -2/+4 | |
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| * | | | formatting changes to SceneObjectPart.SendSound; consistent indentation | SignpostMarv | 2012-10-29 | 1 | -34/+34 | |
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| * | | | SceneObjectPart.SendSound can exit early if a sound module was not found. | SignpostMarv | 2012-10-29 | 1 | -4/+4 | |
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| * | | | Changing the logic order in the TaskInventory iterator of ↵ | SignpostMarv | 2012-10-29 | 1 | -1/+1 | |
| | | | | | | | | | | | | | | | | ScenObjectPart.SendSound, since we can currently have non-unique object inventory names so we should check the asset type first. | |||||
| * | | | Replacing double-if block in SceneObjectPart.SendSound with Util.Clip | SignpostMarv | 2012-10-29 | 1 | -4/+1 | |
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| * | | | TryGetScenePresence in TriggerSound is probably meant to be using the ↵ | SignpostMarv | 2012-10-29 | 1 | -1/+1 | |
| | | | | | | | | | | | | | | | | ownerID, not the objectID | |||||
| * | | | swapping GetSceneObjectPart for TryGetSceneObjectPart in PlayAttachedSound ↵ | SignpostMarv | 2012-10-29 | 1 | -4/+4 | |
| | | | | | | | | | | | | | | | | to imply why we're doing an early return. | |||||
| * | | | stripping whitespace from ISoundModule, formatting SoundModuleNonShared.cs | SignpostMarv | 2012-10-29 | 2 | -4/+6 | |
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| * | | | refactoring thisSpGain in PlayAttachedSound as it was previously using two ↵ | SignpostMarv | 2012-10-29 | 1 | -8/+4 | |
| | | | | | | | | | | | | | | | | typecasts in the assignment and had the assignment on a separate line to the declaration | |||||
| * | | | Factoring out an if-else block in PlayAttachedSound as it was using the ↵ | SignpostMarv | 2012-10-29 | 1 | -6/+6 | |
| | | | | | | | | | | | | | | | | previously hard-coded max distance value. | |||||
| * | | | making the max distance for sounds to be heard from their origin a ↵ | SignpostMarv | 2012-10-29 | 2 | -3/+11 | |
| | | | | | | | | | | | | | | | | configurable option exposed via a public field on ISoundModule (with private setter in the implementation) | |||||
| * | | | Converting the ISoundModule implementation from an IRegionModule to an ↵ | SignpostMarv | 2012-10-29 | 1 | -20/+58 | |
| | | | | | | | | | | | | | | | | INonSharedRegionModule | |||||
| * | | | Immediately setting gain to zero as a workaround for code not stopping sound ↵ | SignpostMarv | 2012-10-29 | 1 | -0/+1 | |
| | | | | | | | | | | | | | | | | started by llPlaySound | |||||
| * | | | Fix memory leak where removing an NPC did not remove its circuits. | Justin Clark-Casey (justincc) | 2012-10-29 | 3 | -3/+15 | |
| | | | | | | | | | | | | | | | | | | | | | | | | This was because we were removing by circuitcode where NPCs have no code. Now removing by agent ID instead. This commit also fixes the "show circuits" console command to work properly where the circuit has no associated IP address. | |||||
| * | | | Merge branch 'master' of ssh://opensimulator.org/var/git/opensim | Justin Clark-Casey (justincc) | 2012-10-29 | 1 | -2/+5 | |
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| * | | | | Add "force gc" region console command which manually invokes garbage collection. | Justin Clark-Casey (justincc) | 2012-10-29 | 2 | -1/+13 | |
| | | | | | | | | | | | | | | | | | | | | For debugging purposes. | |||||
* | | | | | Merge branch 'avination' into careminster | Melanie | 2012-10-28 | 2 | -10/+30 | |
|\ \ \ \ \ | | |_|/ / | |/| | | | | | | | | | | | | | Conflicts: OpenSim/Region/Physics/OdePlugin/ODEPrim.cs | |||||
| * | | | | Add a property to determine if a link set is stored in the database. Also, fix | Melanie | 2012-10-28 | 1 | -0/+13 | |
| | | | | | | | | | | | | | | | | | | | | | | | | | a bug where "Force object permissive" god action would fail to reset child prim permissions. | |||||
| * | | | | Deep copy the collection of at_target objects so it can't be modified while | Melanie | 2012-10-28 | 1 | -1/+4 | |
| | | | | | | | | | | | | | | | | | | | | it's being iterated | |||||
| * | | | | Merge branch 'ubitwork' into avination | Melanie | 2012-10-19 | 1 | -6/+11 | |
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| | * | | | [UNTESTED] core Ode: let broken mesh physical prims collide with land as | UbitUmarov | 2012-10-19 | 1 | -6/+11 | |
| | | | | | | | | | | | | | | | | | | | | the defaul basic box so they don't go off world. | |||||
| * | | | | Merge branch 'ubitwork' into avination | Melanie | 2012-10-19 | 2 | -24/+101 | |
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| | * | | | [UNTESTED] core Ode: stop trying to load a broken asset. Make broken | UbitUmarov | 2012-10-19 | 1 | -21/+97 | |
| | | | | | | | | | | | | | | | | | | | | assets behave like phantom by Nebadon request | |||||
| | * | | | extend coment to include all unused SOG CheckSculptAndLoad() | UbitUmarov | 2012-10-18 | 1 | -3/+4 | |
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* | | | | | Merge branch 'master' into careminster | Melanie | 2012-10-28 | 1 | -1/+4 | |
|\ \ \ \ \ | | |_|_|/ | |/| | | | | | | | | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/Scene.cs | |||||
| * | | | | Deep copy the collection of at_target objects so it can't be modified while | Melanie | 2012-10-28 | 1 | -2/+5 | |
| | |_|/ | |/| | | | | | | | | | | it's being iterated | |||||
* | | | | Merge branch 'master' into careminster | Melanie | 2012-10-28 | 4 | -15/+34 | |
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| * | | | minor: Fix verbose IAR save message to make it a bit clearer that item data ↵ | Justin Clark-Casey (justincc) | 2012-10-27 | 1 | -1/+1 | |
| | | | | | | | | | | | | | | | | is being saved at that point, not asset data. | |||||
| * | | | Merge branch 'master' of ssh://opensimulator.org/var/git/opensim | Justin Clark-Casey (justincc) | 2012-10-26 | 2 | -6/+8 | |
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| * | | | | Fix "save iar" hanging permanently if the asset request phase times out. | Justin Clark-Casey (justincc) | 2012-10-26 | 4 | -14/+33 | |
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Unlike "save oar", this was happening on the same thread as the original request. The timeout happens on another so the original thread is never aborted. On "save oar" this leaves the thread hanging (still bad) but on "save iar" it left the console thread hanging. Temporary fix is to make "save iar" do asset request on a separate thread, like "save oar". Longer term fix will be to restructure asset save to use a ManualResetEvent rather than a separate timeout timer. | |||||
* | | | | | Merge branch 'master' into careminster | Melanie | 2012-10-26 | 3 | -6/+8 | |
|\ \ \ \ \ | | |/ / / | |/| | | | | | | | | | | | | | Conflicts: OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | |||||
| * | | | | Separate LSL's notion of the default anim from the actually playing anims. | Melanie | 2012-10-26 | 2 | -5/+7 | |
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| * | | | | Revert "Fix for Mantis 0006376: Avatar no longer show Walking animation when ↵ | Melanie | 2012-10-26 | 1 | -1/+1 | |
| |/ / / | | | | | | | | | | | | | | | | | | | | | any AO hud is" This reverts commit fa484c3494a7190b4d7526094347be74d091e125. | |||||
* | | | | Merge branch 'master' into careminster | Melanie | 2012-10-26 | 47 | -448/+1116 | |
|\ \ \ \ | |/ / / | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Conflicts: OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs | |||||
| * | | | minor: Make the error thrown logged when a simulator in grid mode is trying ↵ | Justin Clark-Casey (justincc) | 2012-10-26 | 1 | -1/+1 | |
| | | | | | | | | | | | | | | | | to set estate owner to a user that doesn't exist a little more obvious. | |||||
| * | | | refactoring IWorldCommListenerInfo.GetRegexBitfield() method to be a field ↵ | SignpostMarv | 2012-10-26 | 2 | -14/+9 | |
| | | | | | | | | | | | | | | | | with a private setter | |||||
| * | | | adding ability for listeners to be filtered by regular expressions and a ↵ | SignpostMarv | 2012-10-26 | 6 | -19/+242 | |
| | | | | | | | | | | | | | | | | general-purpose function to see if a given string matches a given regex |