| Commit message (Collapse) | Author | Age | Files | Lines |
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I don't think this is now relevant...
* Remove some now extraneous CAPS related messages
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* This means that caps methods (editing scripts, poss map functions, etc) on non-home regions should now work with servers which are listening for http ports on a non default
(9000) port.
* If you are running a region server, this may only work properly once your grid server upgrades to this revision
* PLEASE NOTE: This shouldn't cause inter-region problems if one end of the connection hasn't upgraded to this revision. However if it does, the instability will persist until
the grid and region (and possibly all the region's neighbours) have upgraded to this revision.
* This revision also adds extra login related messages, both for success and failure conditions
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box. (previously it crashed my simulator)
* Found and gracefully handled a few situations where null references occur. (m_rootPart again!)
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* 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.
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issue worth fixing.
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SceneCommunicationService.EnableChildAgents so we can see what hostname is failing
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execute a deprecated one
* As per CharlieO's suggestion in #806. Thanks!
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it into planes and normals.
* No obvious functionality difference as the Ray-cast code is incomplete for OBB right now.
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This takes us down to 15 compiler warnings on a VS2005 C# build.
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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.
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* We should not be using ASCII anywhere except for legacy compatibility reasons.
* A large number of UTF8 Encoders are being used in places where we should be using Util.StringToField instead. These have been tagged with // ENCODING FAULT
* This should fix Mantis#799 - Japanese Profile Text does not work.
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non-home regions
* Should work in multi-region standalone and grid modes
* This should also solve other non-home region caps issues (map requests, RC client inventory requests, etc)
* We now pass CAPS information on to the destination region on region crossing, and set up a CAPS object when an agent becomes a master
* Current limitation is that this will only work if your http_listener_port is 9000
* This is a very early code cut (lots of bad practice, hard coding and inefficiency). However, I wanted to get this out there for feedback and my own sanity. Next few patches will clean up the mess.
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commented out) to find out what CAPS is doing
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* This reveals that the problem with saving scripts in a non-home region in multi-region configurations is due to a CAPS setup issue
* For some reason the client is still using the CAPS on the region it just came from, causing the ScenePresence lookup to fail (since the presence is now, correctly, a child agent).
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* Remember, your admin user and estate managers can move locked objects that are not owned by them. That functionality differs from the Linden way of thinking and it's by design! It is not a bug! Create a non-god user and use that as your normal account.
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Thanks to DrSchofld for pointing this out.
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* Should help stop any InvalidOperationExceptions caused by concurrent read/write
* The extra locking should be okay, but I'm really surprised we've got away without mucho crashes due to this...
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is deleted from the region
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Here's a diff of the changes I have made in support of the following LSL
script functions.
llSetScriptState
llGetScriptState
llCSV2List
llListRandomize
llList2ListStrided
llListFindList
llResetOtherScript
llGetScriptName
It was necessary to modify ExecutorBase in support of the ScriptState
implementations.
I also modified SceneObjectPart and SceneObjectPart.Inventory to
corrects a quoting mismatch in the commentary that through off live
parsing of the files.
I also simplified the State definition at the start of BuiltinCommands.
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probably a lot more then it should? )
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now show up.
Most likely still some problems and most like needs some more work (and still a couple of things to finish off).
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prim at a time.
* Teaches me not to say stuff like 'this is now working'
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* Even very rapid linking/delinking should now behave normally. Terse updates still occur as before
* Hopefully this ends the recent linking problems - please let us know if there are more
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* Currently, terse updates are back, and extremely rapid linking and delinking will only break occasionally
* More work to do here
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* Fixed a compile error.
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* Normalized some UUID handling
* Compacted a few Contains/Add into Set
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was suggesting that the SceneObjectPart was null, so added a null check, to make sure the sceneobject to be attached is found before attempting the attachment.
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delink prim updates is low priority
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'disappear')
* Root cause was that if two updates occurred in the same second of time, the second one was never sent
* Linking/delinking appears to be okay now
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* DelinkFromGroup was removing the parts from the delinked group, which later upset the update thread when it tried to do a queued update for that object
* Temporary fix is to stop deleting the parts, though it would be good later to stop sending out the now spurious updates
* This fix actually reveals another bug, where rapid linking and delinking will cause the non root prims to disappear (though they're actually still there if you relog). This is the next bug to tackle.
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exception when we try to update it
* This doesn't remove bug 757, but does largely remove the worst consequences
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thanks Grumly57.
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* Added osSetPrimFloatOnWater(BOOL) to make Physical prim float at the water level.
* osSetPrimFloatOnWater(TRUE); or osSetPrimFloatOnWater(FALSE);
* By default, prim do not float at the water level.
* More work is needed on the floating, but it's a start.
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* Added WaterLevel support to the ODEPlugin. More on this later.
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Patch to implement the following LSL / OS functions
llParcelPrimCount(60%)
osSetParcelMediaURL
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