| Commit message (Collapse) | Author | Age | Files | Lines |
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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.
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The previous logic would generate land_collision_start and land_collision_end
but would not generate the land_collision itself.
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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.
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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.
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collision events. Improve logic for knowing when to add processing
routine to physics actor.
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'/'. What a nightmare this '/' is!
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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.
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may yield unexpected results in some cases. No database persistence yet,
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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
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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
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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.
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values could be returned if the sit orientation was changed whilst the property was being fetched.
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than one that could change whilst the method is being executed.
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could occur if the sit target position changed whilst the property was fetched
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old OffsetPosition rather than one which may vary if it simultaneously changes.
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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.
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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!
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scripts in attachments.
This was because the script resumption in AttachmentsModule was firing the attach event instead.
Had to reinstate the code in 285bd3a do we can resume the scripts there instead, though the bug existed before its removal.
This is to resolve http://opensimulator.org/mantis/view.php?id=6578
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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"
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this is being done lazily
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This allows region modules to add dynamic objects to SOPs rather than having to continually push and pull OSD dynamic attributes.
This is to explore the original MOAP use case for dynamic attributes where it could be very awkward and possibly time-consuming to keep reconstructing MediaEntrys from stored DynamicAttributes.
This commit adds a DOExampleModule to demonstrate/evolve this code.
Dynamic objects involve no storage or persistence changes - the 'backing store' for any data that does need to be saved will remain the DAMap.
DOExampleModule in this commit only attaches a fresh dynamic object. Actually constructing this from stored dynamic attributes and handling persistence is left for later.
These changes should affect no existing functionality, though it may or may not reveal necessary changes in DAMap down the road.
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default texture defined.. so apply better fallback protection against that. The net result is clients will have their selected textures set when they would have previously had an ignored exception.
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from the physical scene. Invocations added in SceneObjectPart.
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to work with the new params. Not actually plumbed just yet.
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This reverts commit c658fa1c0dd83f23c66ccfedb12e8ab02ff01d0a.
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Addition of entries to PhysicsActor and setting code in SceneObjectPart.
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Implements the parameters as properties, the serialization and
database storage (MySQL only). Implements llSetPrimitiveParams for
prim physics shape and the other 4 extra params. Only the prim shape type
"None" is currently functional. No support for the Viewer UI (yet), that
will be ported in due course. Lots more to port, this is a large-ish changeset.
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use deep copy for DynAttrs.
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from it
This is the easier way to give us control over locking, rather than asking that OSDMap IDictionary methods be virtual
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working', and if you look deep enough, you see that the results are not really stable depending on the direction of the ray.
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routines on the physics engine. Won't make a difference for any
existing scripts since ODE always returned Vector3.Zero.
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rather than just saying it happened.
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As per http://wiki.secondlife.com/wiki/LlGetLinkKey
This is done by keeping a scene-object wide list of sitters.
This also fixes bugs in this function where linknums 0 and 1 weren't treated properly if there were sitting avatars on a single prim.
This also fixes a minor race condition for multiple concurrent sitters on a prim with no current sitters by locking on the object-wide list rather than individual sop lists
Addresses http://opensimulator.org/mantis/view.php?id=6477
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Also made it so llSetStatus() can individually enable disable rotation axi using the bitmask of flags.
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more helpfully log the name, id, position and region of that object.
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causing subsequent issues if physics was re-enabled.
Added regression tests
Addresses http://opensimulator.org/mantis/view.php?id=6365
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specifies a UUID rather than a string
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from the root prim rather than the source prim
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SceneObjectPart.SendSound as linksets are only meant to have a single owner
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