| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
| |
Xengine
|
| |
|
|
|
|
| |
arrive before creating the object in viewer with respective full update
|
| |
|
| |
|
| |
|
| |
|
|
|
|
| |
fix is needed elsewhere since the changes are never sent)
|
|
|
|
| |
in teaseupdates
|
|
|
|
| |
artifacts
|
|\
| |
| |
| |
| |
| |
| |
| | |
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
|
| |
| |
| |
| |
| |
| | |
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.)
|
| | |
|
|\ \
| |/
| |
| |
| |
| |
| |
| |
| | |
Conflicts:
.gitignore
OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs
OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
prebuild.xml
runprebuild.bat
|
| |
| |
| |
| | |
Thanks to Kira for this patch from http://opensimulator.org/mantis/view.php?id=6845
|
|\ \
| |/
| |
| |
| |
| |
| | |
Conflicts:
OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
|
| |
| |
| |
| | |
(The changes weren't visible before because updates to attachments aren't sent while the attachment is selected.)
|
|\ \
| |/
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
Conflicts:
OpenSim/Data/MySQL/MySQLSimulationData.cs
OpenSim/Data/MySQL/Resources/RegionStore.migrations
OpenSim/Region/ClientStack/Linden/Caps/WebFetchInvDescModule.cs
OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
OpenSim/Region/CoreModules/World/LightShare/LightShareModule.cs
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/Framework/Scenes/ScenePresence.cs
OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCapabilityTests.cs
OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
|
| | |
|
| |
| |
| |
| | |
events. Normally, physics engines do not return updates for child prims so, under normal operation, this code should never execute. Will only be used when using flexible linkset linkages.
|
| |
| |
| |
| |
| | |
The previous logic would generate land_collision_start and land_collision_end
but would not generate the land_collision itself.
|
|\ \
| |/
| |
| |
| |
| |
| | |
Conflicts:
OpenSim/Region/CoreModules/World/Region/RestartModule.cs
OpenSim/Region/Framework/Scenes/SceneGraph.cs
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
|
| |
| |
| |
| |
| |
| | |
should better allow you to run it in multiple region scenarios (but why would you really want to do that?) Source in OpenSimLibs.
* Fixed a null ref during shutdown.
|
|\ \
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
careminster
Conflicts:
OpenSim/Region/ClientStack/Linden/Caps/UploadBakedTextureModule.cs
OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
|
| |\ \
| | |/
| | |
| | |
| | | |
Conflicts:
OpenSim/Region/ClientStack/Linden/Caps/UploadBakedTextureModule.cs
|
| |\ \
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
Conflicts:
OpenSim/Capabilities/Handlers/GetTexture/GetTextureHandler.cs
OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs
OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs
OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
OpenSim/Services/Connectors/Asset/AssetServicesConnector.cs
|
|\ \ \ \
| |/ / /
|/| | /
| | |/
| |/|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
Conflicts:
OpenSim/Capabilities/Handlers/GetTexture/GetTextureHandler.cs
OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs
OpenSim/Region/ClientStack/Linden/Caps/UploadBakedTextureModule.cs
OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs
OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs
OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
OpenSim/Region/Framework/Scenes/ScenePresence.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
OpenSim/Server/Handlers/Simulation/AgentHandlers.cs
OpenSim/Services/Connectors/Asset/AssetServicesConnector.cs
OpenSim/Services/Connectors/Simulation/SimulationServiceConnector.cs
OpenSim/Services/HypergridService/UserAgentService.cs
|
| |/
| |
| |
| |
| |
| |
| |
| | |
in order to avoid a race condition.
A separate PhysicsActor variable is used in case some other thread removes the PhysicsActor whilst this code is executing.
If this is now impossible please revert - just adding this now whilst I remember.
Also makes method comment into proper method doc.
|
| |
| |
| |
| |
| | |
collision events. Improve logic for knowing when to add processing
routine to physics actor.
|
| | |
|
| |
| |
| |
| | |
'/'. What a nightmare this '/' is!
|
|\ \
| |/ |
|
| |
| |
| |
| |
| |
| |
| | |
there's still something wrong with keyframed motion starting when the sim starts up, you have to 'select' and 'deselect' the prim again to get it to appear to move. Not sure what this is but maybe melanie_t can comment on this.
* Has a prim table migration.. that might take a while, hold on to your hats.
* Fixes a null-ref when shutting down while keyframed motion is active.
|
| |
| |
| |
| | |
may yield unexpected results in some cases. No database persistence yet,
|
|\ \
| |/
| |
| |
| |
| | |
Conflicts:
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
|
| |
| |
| |
| |
| |
| |
| | |
OpenSimulator session would change the prices on both prims.
This is because the PayPrice array refernence was being memberwise cloned and not the array itself.
Addresses http://opensimulator.org/mantis/view.php?id=6639
|
|\ \
| |/
| |
| |
| |
| |
| | |
Conflicts:
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
|
| |
| |
| |
| |
| |
| | |
This is controlled by the viewer, not the server.
So as per http://wiki.secondlife.com/wiki/LlSetSoundQueueing, only two sounds can be queued per prim.
You probably need to use llPreloadSound() for best results
|
|\ \
| |/
| |
| |
| |
| |
| |
| | |
Conflicts:
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
bin/OpenMetaverse.StructuredData.XML
bin/OpenMetaverse.XML
bin/OpenMetaverseTypes.XML
|
| |
| |
| |
| | |
that are normally sent via RenderMaterials CAP. This can cause a race condition for updating TextureEntry fields. Therefore filter any TextureEntry updates so they only update if something actually changed.
|
| | |
|
|\ \
| |/ |
|
| |
| |
| |
| | |
values could be returned if the sit orientation was changed whilst the property was being fetched.
|
|\ \
| |/ |
|
| |
| |
| |
| | |
than one that could change whilst the method is being executed.
|
|\ \
| |/ |
|
| |
| |
| |
| | |
could occur if the sit target position changed whilst the property was fetched
|
|\ \
| |/
| |
| |
| | |
Conflicts:
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
|
| |
| |
| |
| | |
old OffsetPosition rather than one which may vary if it simultaneously changes.
|
| |
| |
| |
| |
| |
| | |
GetCenterOfMass() could return results which were never the case if these values were changed whilst the method was running
No need to create new Vector3s since these are structs.
|