| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
| |
avatar sitting on root prim. All cases have good and bad situations, this is
simpler. Only SOG position changes triggers checks, rotation alone will
not. ( as happens in other cases ) (UNTESTED, as usual )
|
| |
|
|
|
|
| |
elsewhere/othe way)
|
|
|
|
| |
revert previus change assuming it didnt. remove a no longer needed else {}
|
|
|
|
| |
RETURN_AT_EDGE from simulation
|
|
|
|
| |
not what AbsolutePosition does
|
| |
|
| |
|
|
|
|
| |
not be the root prim
|
|\
| |
| |
| |
| | |
Conflicts:
OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
|
| |\
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
Conflicts:
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
|
| | |\ |
|
| | | |
| | | |
| | | |
| | | | |
b) Move the other prims in the reverse direction to compensate
|
| | |\ \
| | | |/ |
|
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
when rezzing from user inventory and prim inventory.
Also, fixed a bug: when rezzing a coalesced object from a prim's inventory, apply the coalesced object's name and description only to the first sub-object; not to all the objects in the coalescence. (This was already done correctly when rezzing from a user's inventory.)
|
| |\ \ \
| | |/ /
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
Merge branch 'master' into careminster
Conflicts:
OpenSim/Data/SQLite/SQLiteUserProfilesData.cs
OpenSim/Framework/RegionInfo.cs
OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueHelper.cs
OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
OpenSim/Services/UserProfilesService/UserProfilesService.cs
|
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
actual crossing mechanics for seated avatars, using the supporting code from
the previous commits. Physics is not supported yet, although some few bits
for them are already in place due to the earlier code drops. With this commit,
crossing sitting avatar by "editing" the prim across the border, by using
llSetPos or keyframe motion may already be possible. Vehicles will come next.
|
| | |/
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
- Parts of region crossing code
- New bakes handling code
- Bakes now sent from sim to sim without central storage
- Appearance handling changes
- Some changes to sitting
- A number of unrelated fixes and improvements
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
shouldn't
* Fixes cases where Last Attachment Point doesn't get written when it should.
* Fixes Null Reference in BaseHttpServer when shutting down, null path provided.
* Drop then Wear retains Last Attachment Point
|
| |\ \
| | | |
| | | |
| | | |
| | | |
| | | | |
Conflicts:
OpenSim/Region/ClientStack/Linden/Caps/GetTextureModule.cs
OpenSim/Region/Framework/Scenes/Tests/SceneObjectDeRezTests.cs
|
| |\ \ \
| | | |/
| | |/|
| | | |
| | | |
| | | |
| | | | |
Conflicts:
OpenSim/Data/MySQL/MySQLSimulationData.cs
OpenSim/Region/Framework/Scenes/EventManager.cs
OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
|
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
other prims to be set to very far off positions on reattach.
Functionally the same as the patch by tglion in http://opensimulator.org/mantis/view.php?id=5334
However, not yet perfect - after editing just root prim on reattach the position is still wrong, though other prims are not set to far off positions.
|
| | | |
| | | |
| | | |
| | | | |
structs
|
| |\ \ \
| | |/ / |
|
| | | | |
|
| |\ \ \
| | |/ / |
|
| | | |
| | | |
| | | |
| | | | |
start running when pulled from data storage.
|
| | | |
| | | |
| | | |
| | | | |
may yield unexpected results in some cases. No database persistence yet,
|
| |\ \ \
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
Conflicts:
OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
OpenSim/Region/Framework/Interfaces/IDynamicMenuModule.cs
OpenSim/Region/OptionalModules/ViewerSupport/DynamicMenuModule.cs
OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs
|
| |\ \ \ \
| | | |/ /
| | |/| |
| | | | |
| | | | |
| | | | | |
Conflicts:
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
|
| | | | |
| | | | |
| | | | |
| | | | | |
As a struct, Vector3 has already been cloned by MemberwiseClone()
|
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
when avatars had been sitting on the original and a different avatar sat on the copy within the same opensim session.
This was because the sitting avatars list was being cloned rather than reset.
Addresses http://opensimulator.org/mantis/view.php?id=6649
|
| |\ \ \ \
| | |/ / /
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Services/LLLoginService/LLLoginResponse.cs
OpenSim/Services/LLLoginService/LLLoginService.cs
OpenSim/Tests/Common/Mock/TestClient.cs
|
| | | | | |
|
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
looking in from neighbouring sims.
This was because this particular code path (unlike user delete) only sent kills to root presences, for no apparent good reason.
Added regression test for this case.
This fixes http://opensimulator.org/mantis/view.php?id=6627
|
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
works. Setting perms for prims also works but they don't propagate correctly yet.
NOT FOR PRODUCTIN USE. Your database will need to be updated before you can use this!
|
| | | | |
| | | | |
| | | | |
| | | | | |
with our own and add export permissions as well as a new definition for "All" as meaning "all conventional permissions" rather than "all possible permissions"
|
| |_|_|/
|/| | |
| | | |
| | | | |
the process of logging out.
|
| | | | |
|
| | | | |
|
| |_|/
|/| |
| | |
| | |
| | |
| | |
| | |
| | | |
start running when pulled from data storage.
Conflicts:
OpenSim/Data/SQLite/SQLiteSimulationData.cs
|
|/ /
| |
| |
| | |
rezzed again. Allow Linden trees to be sensed by LLSensor as PASSIVE objects.
|
| |
| |
| |
| |
| |
| | |
works. Setting perms for prims also works but they don't propagate correctly yet.
NOT FOR PRODUCTIN USE. Your database will need to be updated before you can use this!
|
| |
| |
| |
| | |
with our own and add export permissions as well as a new definition for "All" as meaning "all conventional permissions" rather than "all possible permissions"
|
|\ \ |
|
| | | |
|
| | | |
|
|\ \ \
| |/ /
| | |
| | |
| | |
| | |
| | | |
Conflicts:
OpenSim/Framework/ThrottleOutPacketType.cs
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
OpenSim/Region/CoreModules/Avatar/Groups/GroupsModule.cs
|
| | | |
|
|\ \ \
| |/ / |
|