| Commit message (Collapse) | Author | Age | Files | Lines |
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switch).
We still might have to split the rotational velocities into a physical and a non-physical part...
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- Pull it up a bit, so the physics is notified of it, too,
before being switched off.
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are visible right away
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is in the Tools menu available when editing an object
* This facility allows you to save changes to an object that you've rezzed into a region back into their original inventory item without having to take a copy of the rezzed
object.
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ODEPlugin and pipes them to their respective LSL method.
* NBody will need to be updated, this is an API change. Torque property and AddAngularForce
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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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linked prim more stable and probably the last obstacle to vehicles physics wise.
* Fixed a bug that caused physics proxies to be scattered when you link an object.
* Single physical prim work exactly the same as before, just linked physical prim will have changed.
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is the proper way to handle this
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them anywhere but at the point of transmission
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mechanism to prevent prim loss. Preserve link order on sim restart
and drag copy. Fix drag-copied prims' inventories. Fix persistence
of child prim inventories.
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other packages
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SceneObjectPartInventory.cs and expose that from SceneObjectPart rather than the original object
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the internals of the permissions module adapter sane
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* This should probably be being called in FetchAsset() instead as for all the other databases, but I lack the means to test MSSQL
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* SceneObjectPartInventory.cs isn't a particularly good name but it's probably not got a long life
* A proper inventory interface to follow
* Parallel changes for other inventory partial classes to follow at a later date
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Attached is a patch which fixes mantis bug 2645 where scripts in child
prims
freeze after being unlinked from the root prim. This got introduced
some time after the 0.6 freeze. Have checked test suites
pass even after nant clean ;-)
http://opensimulator.org/mantis/bug_update_page.php?bug_id=2645
Also removes a redundant ResetIDs call
Regards,
Chris
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Attached patch implements llCollisionSound. Thanks T. Sado.
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libOMV.
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release a direct descendant of the stable 7364, with all the features and
none of the issues.
This omits the following patch chain: r7383 r7382 r7381 r7377 r7375 r7373
r7372 r7370 r7369 r7368 r7367 r7366
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group
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* Update libopenjpeg as well for this patch.
* Appears to be okay on a very short sniff test
* Source code will be placed in opensim-libs shortly
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client
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* This renders RootPart == null checks useless - the replacement is to check SOG.IsDeleted. However, in many cases this will not be necessary since updates to deleted parts
will not be sent to the client
* This should remove any remaining race conditions where an object is deleted while another thread is yet to obtain the root part to perform some operation
* Doing this is probably a necessary prerequisite to moving to a model without a separate SOG and SOP
* Unfortunately it's not possible to eliminate all RootPart == null checks since in some contexts it is currently used to check whether an object was created successfully
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it come from a child prim position.
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the avatar position. Fixes "silent" child prim scripts
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overridden more easily. Specifically object creation from XML.
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isn't physical.
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every user's HUD
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* Decouple sog and sop by removing the need to pass the sog to the sop when it is created - most of the code was doing this operation (and hence duplicating it) anyway
* Remove unused constructors
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prim attributes.
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* Send prim flags as booleans from LLClientView rather than in the native LL array
* Thanks idb
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* These are assigned when the object is attached to the scene
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be done by other means
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the setting of the name of the animation to be used when a avatar sits on that object. At some point in the future this should be persisted.
So basically simplifies what a lsl script that detects a avatar sitting on a prim, then stopping the sit animation and playing a custom animation, does.
Also added another ScenePresence.HandleAgentRequestSit() method , that accepts the name of the sit animation. So that modules can override the animation used, when they are doing a server controlled sit.
Started some work on making the stand pose be played as soon as a user logs into a region. Rather than them starting with their arms stretched. This still needs more work
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Add rezzing time to objects. Add Object return and traffic fields to land
database. Add plumbing for auto return. Implement auto return.
Contains a migration. May contain nuts.
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when estate_settings.xml is empty or missing
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