| Commit message (Collapse) | Author | Age | Files | Lines |
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out to a separate class
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directory
* This is not yet a real module (and is arguably not a region module anyway)
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the functional it actually fulfills
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subroutine down through the physics modules through PhysActor
and SceneObjectPart. No connection to the physics simulators.
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Estate/ Manager Owner Uses the Region/Estate Menu Region TAB,
and uses "Teleport Home All Users..." (Action Button), the
action will complete but no one will be teleported and all
users still function in the region ok.
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in the classes between the LSL implementation and the
underlying physics engines.
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to the various physics engines. No connection to the
underlying physics simulator yet, just plumbing through
the various classes.
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to the various physics engines. No connection to the
underlying physics simulator yet, just plumbing through
the various classes.
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- Added TeleportFinish event to the event-queue. It works better than
before (you can teleport), but it doesn't work quite right yet (you
start TPing after the TP again).
Beware: Still experimental and non-working.
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Fix a UUID vs null comparison.
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client.. with EventQueue enabled.
* You occasionally loose the event queue if you cross back and forth between the same regions many multiples of times.
* But Don't try to teleport!
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the Security 'fixed' client.. But don't try to cross yet!
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* If EventQueueGet is enabled, use that instead of a few UDP packets, if it's disabled use the UDP packets like normal.
* We *really* suggest users do not turn on EventQueueGet yet.. as it's highly experimental, broken, and resource intensive
* Updated OpenSim.ini.example
* Testers of EventQueueGet.. in OpenSim.ini, it's in the [Startup] Section.. change EventQueue = false, to EventQueue = true.
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* returns FAKEEVENT instead of the connection returning a 502. It doesn't like our 502's for some reason.. so, in leau of this.. send it a fake event.
* Once again, this is still 'really early' code, so please don't blame us if you have no more threads left.
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yet. This shouldn't break anything, but is work in progress, so be careful.
Contains a new file; do your runprebuilds.
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* This won't function yet as far as the client can tell.. because it doesn't respond to the first query with a 200 message.
* We have to figure out how to encode those binary values in the example code in the module...
* Committing this so we have a start point. Will continue to work on this more today.
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Changes behavior to send on_rez event to prims when rezzed from agent
inventory.
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* Updates to libomv r2243,
* Remove lots of unnecessary typecasts
* Improves SendWindData()
Thanks jhurliman.
* Will update OpenSim-libs in 10 minutes..
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system
* This means that saving notecards in prim inventories should now work.
* Not the nicest code in the world - the transactions system is pretty fugly right now
* PLEASE NOTE: Currently, the prim will not repersist until up to 15 seconds after it is unselected.
* What we really need is a proper mechanism so that any prim updates still waiting when the simulator is quit are performed before exit.
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* It seems kind of silly to be building a 256x256 array just to use two 16 float blocks.. but for now the layerdata routine requires it so we'll go along with that.
* We only fill a 32x16 area of the 256x256 float array with data.
* We use patches 0,0 and 0,1 for the first and second patch to determine the direction and magnitude of the wind.
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Scene. Make the script engines check that the engine name in the
//Engine:language comment is a valid engine and treat it as a normal
comment if it's not.
//DotNetEngine: needs to be written as //ScriptEngine.DotNetEngine: now, since
that is it's real internal name. //XEngine: still works
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Check the client dialog box (from top menu) WORLD / REGION ESTATE
/ REGION tab. The client dialog box seems to have a hard limit of
about 32 characters per line available for displaying the region
version number. Our regions are sending a string which is greater
than the limit, causing the client to wrap the text and look ugly.
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* A little wind wouldn't hurt anyone, right? This is the 'slightly breezy' setting.. hopefully you won't notice 'much' of a difference.
* It turns out the terrain patch routine is similar enough to the wind version that it can be used to hack together a breeze generator with a few mods.
* Not much configuration.. yet. You only get breeze updates in the general vicinity of your camera now to keep bandwidth usage down.. and we're not talking about 'much' movement at the moment.
* initial version... could use improvement I'm sure.
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* Gridmode, this has no effect at all.
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and makes it use a common set of types in both engine. Fixes the issues with
running both engines and HTTP requests / listens / timers etc..
Also fixes a couple of minor Scene issues and a CTB by nullref.
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* Add a more specific error handler for when we're unable to pull the OGP state
* rez_avatar/derez ?
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all methods needed outside the API ststic. Async command processing
is now wholly internal to the API. This sets the stage for the next
convergence step.
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it was meant to. No functional changes, just better code
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running over GET instead of POST and the rez_avatar/request cap being wrapped in the capabilities map.
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