| Commit message (Collapse) | Author | Age | Files | Lines |
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count is actually a prim local id dispenser
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up the sit target usage until the sit target fix patch goes in, but it should
be cleaned.
Get prims table mappings to the point where nhibernate likes them enough
to start.
Remove field from asset mapping so it will start
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* This should resolve creating content, taking it, and being able to rez it again.
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will do more next week.
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properties, private methods, public methods, etc.
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SceneObjectPart.SendFullUpdate()
* This means that we will no longer pointlessly repersist all the prims in the scene when OpenSim first starts up
* This also means that force-update on the console will not trigger repersistence.
* Also, in other places persistence is no longer done where it wasn't actually necessary
* I think I changed the code for all instances correctly, but it's not possible that I missed some and some things which did persist properly have stopped
* Please patch or mantis if this is the case
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Adds the beginnints of llRemoteLoadScriptPin() and
llSetRemoteScriptAccessPin().
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Implements the beginning of llInventoryDrop. Doesn't cover
the actual dropping yet, just the permissions for it.
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SceneXmlLoader.CreatePrimFromXml2()
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* In English, that means that Copy Selection works now, including Copy Centers and Copy Rotates.
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situations and have it work.
* script Collision reporting works now in DotNetEngine
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* Unfortunately, there's some kludges with the Async manager and the llDetected functions that I have yet to decipher... so llDetected functions don't work with collision events at the moment....
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* Added 'detected around: value' when a x.Y detect occurs to help debug.
* Fixed object text is too long to store to the database (wikilith)
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llLoopSound sends out one packet to clients in view, so it doesn't work anymore
when clients enter later on, or the prim is modified in any way.
Solution: Stored sound data on prim, send full update instead.
llStartSound and llLoopSound now accept both LLUUIDs to a sound as well as object
inventory sound names. llStopSound clears prim data and sends full update.
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If a script updates an object to the same position or rotation offset,
the object triggers an update and storage of the object. This become
more prevalent in sensor and timer events which may be firing frequently.
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prims
* no user functionality yet
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however you can use it to help find out what scripts are causing your simulator to cry.
* Access it from the Estate tools/Debug tab.
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* Concurrency issues are resolved because each object makes a memory-only copy of itself and backs up the copy.
* Because of the way this is done, the latest at the time of the backup gets backed up (no functionality change)
* You can move *thousands of objects at a time* and the sim doesn't freeze and wait for the backup to complete.
* This can be enhanced more by dedicating the thread as opposed to starting it when the backup process starts.
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a collision mesh for it.
* Sculpties load on startup reliably now and successfully generate a collision mesh as soon as the sculpt texture is available.
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client(param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param,param); methods!
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half tiny amount implemented.
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inventories. Also enables 'New Script' button. from Melanie. Thanks Melanie!
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propagation and script module hooks. Thanks Melanie!
* Implements quite a few inventory related perms.
* (from Teravus) Fixes Take Copy
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direct call to Scene
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* 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
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it to the prim shape.
* Added some stuff around sculpted prim meshes.. but it's just there so the project compiles now.
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* 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.
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set vel, acc, and rvel in the packet (though this isn't done yet).
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instead of hardcoding to zero when the primitive is non physical.
llTargetOmega should work now.
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* Nothing user facing yet.
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fighting with it.
* DuplicateOnRay without copy center works in all directions.
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