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* BulletSim: Update macOS version of BulletSim with the actual BulletRobert Adams2017-08-182-0/+0
| | | | | 2.86. (the last commit was really an update to 2.82). Thanks Gavin Hird.
* Replaced libomv dlls with newly compiled ones to solve crashes with ↵Diva Canto2017-08-174-0/+0
| | | | | | pCampBot. See https://github.com/openmetaversefoundation/libopenmetaverse/commit/e8250162cc3b36274c585db0f3ff56087c157c11
* Make VERSION_FLAVOUR public too, per request. I question the practice of ↵Diva Canto2017-08-171-1/+1
| | | | insulating modules against OS versions this way, but hey! -- different folks, different styles. Given that all other components of the version info are public, there's no reason for keeping this one different.
* BulletSim: Update macOS version of BulletSim with Bullet 2.86 and collision ↵Robert Adams2017-08-172-0/+0
| | | | | | fixes. Thanks Gavin Hird.
* fix llRot2Axis(ZERO_ROTATION) and non normalized inputs, same for llRot2Angle()UbitUmarov2017-08-161-14/+9
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* Merge branch 'master' into BulletSim2017Robert Adams2017-08-153-12/+20
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| * update libode for MAC, thanks again Gavin HirdUbitUmarov2017-08-152-0/+0
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| * Refactor archive loading to optionally start script engine after loading.Robert Adams2017-08-141-12/+20
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* | BulletSim: remove chatty debug message.Robert Adams2017-08-141-2/+2
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* | BUlletSim: return better terrain height inRobert Adams2017-08-141-4/+20
| | | | | | | | | | | | | | | | BSTerrainHeightMap.GetTerrainHeightAtXYZ(). Partial fix for Mantis 8011. Problem is that computed terrain height is different than mesh height in the physics engine. For small shapes, they would have their position corrected to above terrain so they would never collide.
* | Merge branch 'master' into BulletSim2017Robert Adams2017-08-145-170/+214
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| * Revert "Let's try giving Common a default constructor instead of the workaround"Diva Canto2017-08-143-4/+13
| | | | | | | | This reverts commit 8b6557e377f7bac1bdb38f3e6dd22c797417d09c.
| * Let's try giving Common a default constructor instead of the workaroundDiva Canto2017-08-143-13/+4
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| * This is the correct work around. Jenkins is confuzzled.Diva Canto2017-08-142-4/+4
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| * Strengthen the tests for the possibility that SetUpFixture does not run in ↵Diva Canto2017-08-143-5/+14
| | | | | | | | the beginning.
| * Comment to trigger jenkinsDiva Canto2017-08-141-0/+1
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| * Comment that test dll for now. It's making jenkins fail.Diva Canto2017-08-141-3/+7
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| * Forgot to add this too (nant auto tests)Diva Canto2017-08-141-0/+5
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| * Listed new testable dll in THIS fileDiva Canto2017-08-141-1/+7
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| * Another comment for testing jenkinsDiva Canto2017-08-141-0/+1
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| * Added comment just to trigger jenkinsDiva Canto2017-08-141-0/+1
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| * jenkins tests still don't set scene.IsRunningUbitUmarov2017-08-131-2/+2
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| * change locking on sop updatesUbitUmarov2017-08-132-169/+186
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* | Update BulletSim with corrected collision computations.Robert Adams2017-08-144-0/+0
| | | | | | | | A fix for Mantis 8010.
* | Update BulletSim with Bullet V2.86.Robert Adams2017-08-094-0/+0
|/ | | | Should be no functional changes.
* Remove profile from basic configurationKevin Cozens2017-08-051-3/+0
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* avoid a null refUbitUmarov2017-08-031-3/+4
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* add a few locksUbitUmarov2017-08-031-8/+16
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* Oops fix also default UseMeshiesPhysicsMesh also on ubOdeUbitUmarov2017-08-021-1/+1
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* Corrected index number in ErrorFormat based Exception messageKevin Cozens2017-07-301-1/+1
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* mantis 8222UbitUmarov2017-07-291-1/+1
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* upload ODE lib for linux. Plz keep previus version in case something goes ↵UbitUmarov2017-07-292-0/+0
| | | | wrong. Thanks jakdaniels for the compilation
* fix typoUbitUmarov2017-07-281-3/+3
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* partial mantis 8219; on creating or updating items (animationsets, ↵UbitUmarov2017-07-283-58/+99
| | | | wearables) that reference assets, and user does not have permissions on those, abort and warn, instead of silent invalition of the references to those assets, creating a broken item
* mantis 8218 make Meshmerizer UseMeshiesPhysicsMesh defualt to true, to match ↵UbitUmarov2017-07-272-2/+2
| | | | stated on ini files.
* display remaining pass time in hours, mins or seconds acording to valueUbitUmarov2017-07-261-1/+9
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* change buypass insuficent funds to make clear that its on that region money ↵UbitUmarov2017-07-261-2/+3
| | | | system (buypass now uses the new MoveMoney)
* add new funtion bool MoveMoney(UUID fromUser, UUID toUser, int amount, ↵UbitUmarov2017-07-263-6/+15
| | | | MoneyTransactionType type, string text). this should be called async allowing time for money module to process it. If returns true, the transation did sucess, so if its use was to pay something, the payed item/service must be provided without fail, otherwise another method is needed so a refund is possible
* add comments to make that more clearUbitUmarov2017-07-262-0/+2
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* do not allow setting land passes on group owned land, because currently we ↵UbitUmarov2017-07-261-1/+1
| | | | cant give money to the group
* only allow pass renovation on the last quarter of parcel pass time. go back ↵UbitUmarov2017-07-261-5/+8
| | | | to MoneyMove charging method
* avoid leasing issues on lsl_list on domain crossings. This will make their ↵UbitUmarov2017-07-261-1/+1
| | | | use even more slow. AppDomainLoading just needs to be set false to have acceptable scripts performance
* lets try using older EventManager.TriggerMoneyTransfer to pay parcel passesUbitUmarov2017-07-251-1/+5
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* add a few more...UbitUmarov2017-07-251-2/+11
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* add missing session ID verificationUbitUmarov2017-07-251-0/+3
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* fix lsl group role powers to change parcel passesUbitUmarov2017-07-251-2/+2
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* allow pass recharge with no loss of current time up to 1/4 of parcel pass time.UbitUmarov2017-07-251-9/+9
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* Ooops.. pay to land owner, not grid. group owned parcel not suported for ↵UbitUmarov2017-07-251-1/+7
| | | | now. (the pass already expired with kick action)
* add first code to process parcel buy pass. Still testing, and still no kick ↵UbitUmarov2017-07-251-1/+89
| | | | on expire ( does expire on entry )
* only hide parcel info from banned avatarsUbitUmarov2017-07-241-1/+1
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