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* ubOde don't use old ode body sleep option, a few changes on sleep control, ↵UbitUmarov2017-07-075-8/+31
| | | | update ode.dll (windows, others needed) (keep older versions.. bc.. well bugs happen)
* ubOde: but only do that if sphere is physical..UbitUmarov2017-07-031-1/+1
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* ubOde: dont do avatar step climb on small true spheres. lets play simple ↵UbitUmarov2017-07-033-2/+8
| | | | football
* update ode.dll ( windows)UbitUmarov2017-07-022-0/+0
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* oops i forgot the avatar knees bending on ramps... so go back..UbitUmarov2017-07-022-24/+33
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* a few changes to ubOde avatar collisionsUbitUmarov2017-07-015-39/+39
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* do calls to m_host.AddScriptLPS() on the right place on osslm this stat is ↵UbitUmarov2017-06-302-210/+18
| | | | of course still wrong LPS does not mean api function calls
* put osGetAgentIP() in threat control with level Severe so it can be disabled ↵UbitUmarov2017-06-302-66/+66
| | | | even for inworld administrators as needed on some grids. rearrage the osslEnable.ini file segregating the funtions only listed for information
* update ode.dll (windoes only. need bins for others :( )UbitUmarov2017-06-302-0/+0
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* fix scripts xmlrpc threads namesUbitUmarov2017-06-291-1/+1
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* ScriptsHttpReq does not need a permanent threadUbitUmarov2017-06-291-2/+2
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* bug fixUbitUmarov2017-06-291-0/+23
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* put back getAgentIP bug restricted, script owner must be a Administrator (god)UbitUmarov2017-06-284-1/+25
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* BUG FIX: change lludp hovertext utf-8 cut point. Thx djphilUbitUmarov2017-06-283-9/+9
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* remove osGetAgentIP() this was not a good idea to have :(UbitUmarov2017-06-273-32/+2
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* dont list deleted ones, that still don't know they are goneUbitUmarov2017-06-261-2/+2
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* dont list deleted ones, that still don't know they are goneUbitUmarov2017-06-261-1/+2
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* add osGetNPCList()UbitUmarov2017-06-264-0/+26
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* also on the actual source fileUbitUmarov2017-06-261-11/+13
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* take a few more out of level checkUbitUmarov2017-06-261-31/+30
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* update osslEnable.ini. functions that have no level check are still listed ↵UbitUmarov2017-06-261-2/+15
| | | | but commented, just to be more visible
* add similar restrictions to osObjectTeleport :(UbitUmarov2017-06-261-2/+41
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* let osTeleport* always work on script prim ownerUbitUmarov2017-06-261-17/+15
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* and add a missing bracket :)UbitUmarov2017-06-261-1/+1
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* fix bad englishUbitUmarov2017-06-261-1/+1
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* put back restriction that on osTeleport the target must be on land owned by ↵UbitUmarov2017-06-261-15/+78
| | | | the script owner or this is a estate manager/owner, or target did gave script permission.
* some shortcuts on local osTeleport, reduce its time penalty, do it with ↵UbitUmarov2017-06-262-67/+79
| | | | script thread
* change Backup calls overlap control codeUbitUmarov2017-06-251-27/+46
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* add respective ossl helper funtion osDrawScaleTransform(string drawList, ↵UbitUmarov2017-06-254-13/+29
| | | | LSL_Float x, LSL_Float y)
* add vectorrender string command ''ScaleTransf x,y;''. this allows scaling of ↵UbitUmarov2017-06-251-0/+7
| | | | objects to draw next. -1,1 will make text be drawn with x direction flipped (it is like the texture scale)
* add string osDrawTranslationTransform(string drawList, LSL_Float x, ↵UbitUmarov2017-06-244-32/+81
| | | | LSL_Float y), string osDrawRotationTransform(string drawList, LSL_Float x) and string osDrawResetTransform(string drawList) helper functions for the new vector renderer comands. Removed ThreadLevel check of similar funtions that had it None, and actually only set strings
* add dyn textures vectorrender comands ''ResetTransf;'', ''TransTransf x,y;'' ↵UbitUmarov2017-06-241-1/+29
| | | | and ''RotTransf x'' string only, no ossl helper api still
* revert the thread level change; remove unused dynamic texture timer from ↵UbitUmarov2017-06-246-98/+72
| | | | internal code; let blend alpha work if < 255; let blend work with the selected face; etc
* simplify vectorrender background drawUbitUmarov2017-06-241-17/+9
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* change thread level of osSetDynamicTextureDataBlendFace to VeryHighUbitUmarov2017-06-242-2/+2
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* remove a DynamicTexture leak, make it actually return the new texture ID to ↵UbitUmarov2017-06-241-9/+16
| | | | ossl, do delete previus texture from local cache if temporary,at least on same cases... but still very broken..
* add string osSetDynamicTextureDataFace(string dynamicID, string contentType, ↵UbitUmarov2017-06-243-1/+15
| | | | string data, string extraParams, int timer, int face) to easy only setting a prim face
* osDrawFilledEllipse or string comand FillEllipse identical do Ellipse oneUbitUmarov2017-06-245-0/+27
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* a few more changes to iar/oar assets save error/warning to show problems ↵UbitUmarov2017-06-243-24/+70
| | | | known to be asset errors
* code actually has no ideia if a id is a asset or not and does try to handle ↵UbitUmarov2017-06-234-15/+15
| | | | all as assets, it really can't report errors. Change messages to make more clear they are only warnings and may mean nothing at all
* do the same on OAR savesUbitUmarov2017-06-231-1/+16
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* coment out missing or damage assets messages in uuidgather that are not ↵UbitUmarov2017-06-232-12/+42
| | | | very usefull. In IAR save display information about items that contain references to broken assets. Note that as explained on mantis 8195 this can't will not detect all problems
* several changes to iar/oar assets error reportsUbitUmarov2017-06-235-26/+33
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* actually iar do it for iarUbitUmarov2017-06-222-1/+4
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* show the count of broken assets we now have from gather on iar/oar pre save ↵UbitUmarov2017-06-221-0/+3
| | | | information
* change uuidgather a bit moreUbitUmarov2017-06-221-16/+32
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* split some asset uuids gather i stages with dif possible errors, and dont ↵UbitUmarov2017-06-221-32/+45
| | | | let them be fatal
* avoid some broken object assets present in osgrid inventories due to past ↵UbitUmarov2017-06-213-2/+15
| | | | problems, etc
* do not try to store on oars temporary or in transit objects ( they may be ↵UbitUmarov2017-06-211-9/+8
| | | | deleted during the save)
* make oar/iar assets writer be done by caller thread like the rest of theUbitUmarov2017-06-213-176/+50
| | | | | | oar/iar save. This may look more painfull but should reduce errors and threads fights. Fill lucky i just don't stop the entire simulation during this