| Commit message (Collapse) | Author | Files | Lines |
|
propagation and script module hooks. Thanks Melanie!
* Implements quite a few inventory related perms.
* (from Teravus) Fixes Take Copy
|
|
direct call to Scene
|
|
|
|
* The first time you set the sculpted texture of a prim you might have to futz with it to get it to generate a sculpted physics proxy
* Note that there are already issues in Trunk, (such as the prim scaling issue and prim jumping issue. Essentially editing is difficult right now)
* This just adds to the experimental nature of trunk. :D
|
|
it to the prim shape.
* Added some stuff around sculpted prim meshes.. but it's just there so the project compiles now.
|
|
* Fixes Sculpty handling
* Fixes Light handling
* Fixes Flexi handling
* Fixes Sculpty + Flexi handling
* Fixes handling of Flexi type
* Fixes Changing prim type after changing to sculpty corrupting prim.
* Ugly code.
|
|
set vel, acc, and rvel in the packet (though this isn't done yet).
|
|
|
|
instead of hardcoding to zero when the primitive is non physical.
llTargetOmega should work now.
|
|
|
|
* Nothing user facing yet.
|
|
fighting with it.
* DuplicateOnRay without copy center works in all directions.
|
|
|
|
* Converted a large number of read-only fields to be actually, readonly.
* Reformatted code sections.
* Removed redundant code.
|
|
conflict monster later. Not done yet, doesn't crash the server.
|
|
|
|
you rez it on. Including multi prim groups and prim that have different X/Y/Z scales.
|
|
Melanie!
RE: 0001079: r4387. touch() event does not fire when touch script is in root prim and child prims are touched
|
|
* In the future this should be a config option... and, hopefully this tides the builders over for a little while.
|
|
I need them to be for attachments.
|
|
inventory
* Now, if you own an item in a prim, you should be able to successfully drag it back into your inventory
* Temporarily, users which are not owners of the item cannot copy it, even if 'everyone can copy' is set
* This is pending fixes/implementation of upstream permission implementation
|
|
avatar. Those dastardly objects stick to you.
|
|
* Causes the internal handling of attachments to put the prim group conceptually at the position of the avatar instead of 0,0,0
|
|
properties panel for a prim's contents working
* Temporarily hacked things to bring our protocol data flow to be pretty much completely identical to the Linden's for this - to absolutely no avail.
* Leaving commented code in as a springboard for some future attempt
|
|
animation.
|
|
|
|
While I didn't use the patch directly, I did use the following from the patch to convert the uint value into the byte: (byte)((m_attachmentPoint % 16) * 16 + (m_attachmentPoint / 16))
|
|
|
|
Please adjust your editors to not use hard tabs.
|
|
* Your friends can see your attachments now. People who appear in the sim after you've attached something can also see your attachments.
* You can position & rotate your attachments now. Positions do *not* save.
* You can detach attachments now the regular way.
* Attachments do not cross into other regions with you..(this isn't too far off)
* Updated ODE to not request terse updates on child prim.
|
|
|
|
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.
|
|
* Currently if you apply that to only one or two axis you get unpredictable and sometimes explosive results.
* Three axis works well enough to play with it anyway. More work is needed here.
* Fixed an incorrectly named method in ODE.NET
|
|
|
|
|
|
(this took a while to run).
|
|
* All objects are not touchable by default now
* When a script listens for one of the touch events in the state, an object becomes touchable.
* All LSL scripts report which events they consume now
** This uses semi-complicated Regex to discover the events, stick them in a dictionary, and then write a method call into each script state's state_entry() event.
** Tedd may figure out a better way to do this in the future. For now, this works for LSL.
|
|
* Scripts in prims within linksets can now be properly edited using the 'edit linked parts' linden ui option
|
|
investigate mantis 854
|
|
0.25f; This allows proper positioning of prim based on the face you click. ( Yes, you can click the bottom face of a prim that's above you, and the new prim appears directly below it. )
( Remove ray caster Verbosity )
|
|
0.25f; This allows proper positioning of prim based on the face you click. ( Yes, you can click the bottom face of a prim that's above you, and the new prim appears directly below it. )
|
|
|
|
Framework.Data.Base
We REALLY need to get the db layer sorted soon...
|
|
* It doesn't generate at_target events, because they don't exist yet in the script engine.
* The Tau is different, however, compatible with scripts I tested.
* Not perfect... but pretty good.
|
|
|
|
correctly results in the point of collision.
|
|
* It's not perfect, but it's good enough. (rarely erroneously returns a backface collision)
* After updating to this revision, rez a prim on another prim and watch it appear where you'd expect it to appear.
|
|
|
|
it into planes and normals.
* No obvious functionality difference as the Ray-cast code is incomplete for OBB right now.
|
|
vector components of the scale have a difference of less then 4.5 meters.
* When a new prim is created and raytracing is called for, raytrace from the camera position to the ground in the direction of the Norm(RayEnd - RayStart).
* If we got a hit based on our camera, create the new prim at the edge of the prim we hit.
* Don't raytrace if the difference between any component of the vector exceeds 4.5meters.
|