| Commit message (Collapse) | Author | Age | Files | Lines |
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* Allows different assemblies to be used in NHibernateManager, which makes it possible to use mapping and migration files in different assemblies.
* Thanks mpallari!
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* Updates LibOMV to r2362
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* Adds a prototype web stats module which is disabled by default. It's functional with one report right now, however, the database structure may change, so I don't recommend enabling this to keep actual stats right now. I'll let you know when it's safe.
* Adds Prototype for ajaxy web content
* removed a warning or two.
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http://sourceforge.net/project/showfiles.php?group_id=129974&package_id=143561&release_id=419713)
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* This allows terrain to be flipped on the x or y axis with the command "terrain flip x" (or y)
* See terrain help from the command prompt
* This is in anticipation of change the way around in which terrain raw files are imported to match that of Second Life (to reduce user confusion and improve useability)
* Thanks jonc!
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* Warning! Physics API change. This means that the NBodySimulation needs to be updated!
* PhysicsActor -> void SetVolumeDetect(int) needs to go into classes that use PhysicsActor as their base class.
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* If you want a slightly different entry in this file please feel free to bug us (or at least, bug me :)
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* Attached patch implements LSL llGetAgentSize() for DotNetEngine and XEngine.
* Thanks Y. Nitta!
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* possibly annoy people by rearranging contributors alphabetically - it was really bothering me that they weren't in order...
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* Thanks noralbion
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* llParseString functions throw exception when passed a list of variables
* Thanks!
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currently on Forge in a nice, friendly modular format.
* There are a lot of changes and this is quite experimental. It's off by default, but you can turn it on by examining the bottom of the opensim.ini.example for the proper OpenSim.ini settings. Remember, you still need an agent domain..
* Furthermore, it isn't quite right when it comes to teleporting to remote regions (place_avatar)
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* By default, texture rendering is on. This may be affected by using secure assets since your region hasn't registered with the gridserver before it asks for texture assets. It might also be affected by a slow asset server, so consider this release experimental.
* Defined interface IMapTileTerrainRenderer.
* Extracted "old" shaded maptile terrain rendering into ShadedMapTileRenderer;
streamlined it a bit and added "highlight" rendering to its "shadow"
rendering.
* Added "new" terrain-texture based maptile terrain rendering
(TexturedMapTileRenderer); made TerrainUtil.InterpolatedNoise public
* Adapted MapImageModule to allow switching between those two by configuration
* Added configuration option to OpenSim.ini.example
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could be implemented many other places, but let's do that on a case-by-case basis.
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xengine to:
Replaces "presence.Name" => "presence.ControllingClient.Name" to return avatar's name.
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orientation in a cube in the meshmerizer. Thanks Dahlia!
* See mantis 0001203 for more details!
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attracts zombies.. a recipe for llRezObject
* Original patch by YZh Thanks YZH!!!!
* object_rez event patch by Melanie, Thanks Melanie!!!
* Some fixups, some missing things(velocity,rotation)
* script delay
* Recoil
* Standard error messages
* Standard silent failures
* Easter egg management
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llRot2Axis,llAxisAngle2Rot. Re-implemented llRot2Euler, llEuler2Rot
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to do a change-region first. Careful though. I still suggest you do a change-region first.
* Patch from Melanie to implement touch_end.
* Thanks XenReborn!. Thanks Melanie!
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the example economy module, implements llSetPayPrice(), money() and llGiveMoney() in scripts. Thanks Melanie!
* Moves module loading before the script engine so the script engine can pick up events from modules registering interfaces with scene.
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Thanks lulurun!
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of 1 instead of 0 for the folder requested in a InventoryDescendentsPacket
* Can't hurt - it doesn't appear to cause any problems in a quick test.
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use short form for IBM
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* ODE: Added support for larger box stacks. (they're slow, but they work)
* ODEPlugin no longer tries to 'catch up' with the simulator frame rate if it gets behind. Catching up was causing a lot of problems with larger box stacks and other things that stall the simulator (like saving prim in the datastore)
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llSensor, llSensorRepeat, llSensorRemove, llDetectedName, llDetectedKey, llDetectedOwner, llDetectedType, llDetectedPos, llDetectedVel, llDetectedRot
Thank you very much kinoc! :)
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* Correct asset cache stats table heading
* Correct spelling mistake in AssetCache (thanks ChrisD!)
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