| Commit message (Collapse) | Author | Age | Files | Lines |
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multiple objects are based on entitybase and they all don't want the baggage from IScriptHost. SceneObjectPart already implements it anyway.
Added llGetOwner function, and tested the ll functions that I added in last commit.
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* Changed how Script accesses World
* Implemented llSay, llWhisper and llShout
* Added SetText() to IScriptHost, implemented llText
* Minor renamings to conform with code conventions
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* This meant introducing AbsolutePosition on all objects (since SimChat wants that)
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Updated libsl to latest version.
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* Update and UpdateMovement now first stores array to avoid collection update exceptions
* Ignored some bins
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* Refactored a lot of m_* and public -> wrappers
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login and move between regions in the same instance. Moving to regions in a different instance of opensim still needs implementing (working on it now).
Also trying to look at the map in grid mode will crash the server.
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Disabled CAPS asset uploading as it seems it now crashes the server.
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could be done so. In practice, more work needs to be done.
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updated Axiom.MathLib.dll.
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* added some licensing info
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which in turn have a Shape object (currently PrimitiveBaseShape). The plan is only for the SceneObject to interface with the physics engines. As a physics Entity should be able to have mulitple shapes connected to it.
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