| Commit message (Collapse) | Author | Age | Files | Lines |
|\
| |
| |
| |
| | |
Conflicts:
OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
|
| |
| |
| |
| | |
Signed-off-by: nebadon <michael@osgrid.org>
|
|\ \
| |/
| |
| |
| |
| | |
Conflicts:
OpenSim/Region/Framework/Interfaces/IScriptModule.cs
OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
|
| |
| |
| |
| | |
Signed-off-by: Melanie <melanie@t-data.com>
|
|\ \
| |/
| |
| |
| |
| |
| |
| |
| | |
Conflicts:
OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
OpenSim/Region/CoreModules/World/Land/LandObject.cs
OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
|
| |
| |
| |
| |
| | |
As per http://lslwiki.net/lslwiki/wakka.php?wakka=llGetMass
This is the mass as used by the physics engine (ODE or Bullet).
|
|\ \
| |/
| |
| |
| | |
Conflicts:
OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs
|
| |
| |
| |
| | |
hack away from ScenePresence. This is better but it still doesn't restore the inventory upon arrival.
|
|\ \
| |/ |
|
| | |
|
| |
| |
| |
| | |
time.
|
|\ \
| |/
| |
| |
| |
| | |
Conflicts:
OpenSim/Region/CoreModules/World/Land/LandObject.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
|
| |
| |
| |
| | |
true|false" command
|
|\ \
| |/
| |
| |
| | |
Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
|
| | |
|
|\ \
| |/ |
|
| |
| |
| |
| |
| | |
absurd 3m vertical jump to better match what you would see in Second
Life and be more in line with what users would expect.
|
|\ \
| |/
| |
| |
| |
| | |
Conflicts:
OpenSim/Region/Framework/Scenes/ScenePresence.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
|
| |
| |
| |
| | |
this is handled by the necessary ParentPart check
|
| |
| |
| |
| |
| |
| |
| | |
(saving extra null checks, etc.)
However, it looks like we should retain SP.ParentID since it's much easier to use that in places where another thread could change ParentPart to null.
Otherwise one has to clumsily put ParentPart in a reference, etc. to avoid a race.
|
| |
| |
| |
| | |
(part != null), rather than having unnecessary multiple checks
|
| |
| |
| |
| |
| |
| | |
ParentPart is still not null if the ParentID != 0
Another thread could come in and stand the avatar between those two instructions.
|
| |
| |
| |
| | |
the check for significant is carried out. Prevents a deadlock condition.
|
|\ \
| | |
| | |
| | | |
careminster
|
| | |
| | |
| | |
| | | |
the check for significant is carried out. Prevents a deadlock condition.
|
| | |
| | |
| | |
| | |
| | | |
VFS in the viewer are ready. We're much faster than SL and that exposes this
race condition. Also reinstate the extra avatar data send on login
|
| | |
| | |
| | |
| | | |
invisible attachments again but could help the appearance issues.
|
|\ \ \
| |/ /
|/| /
| |/
| |
| |
| | |
Conflicts:
OpenSim/Framework/Servers/VersionInfo.cs
OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
OpenSim/Region/Framework/Scenes/ScenePresence.cs
|
| | |
|
| |
| |
| |
| | |
parameters. They were only used by the get/set and make code harder to refactor.
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
banlines or freezing on the banline.
This involves
1) On forcible teleport, call m_scene.RequestTeleportLocation() rather than ScenePresence.Teleport() - only EntityTransferModule now should call SP.Teleport()
2) When avatar is being forcibly moved due to banlines, use a 'stop movement' tolerance of 0.2 to requested position rather than 1
This prevents the avatar sometimes being stuck to banlines until they teleport somewhere else.
This aims to fix some problems in http://opensimulator.org/mantis/view.php?id=5822
|
| | |
|
| | |
|
| |
| |
| |
| |
| | |
update attachments on child avatars or intermingle agent and attachment
updates, which would render the root prim of huds invisible
|
|\ \
| |/
| |
| |
| | |
Conflicts:
OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
|
| |
| |
| |
| |
| |
| | |
potential bad update that places an object at the opposite side of the
origin sim for a moment before actually crossing it. Especially important in
grids like OSG where lag between sims is high.
|
| |
| |
| |
| | |
to match SL.
|
|\ \
| |/ |
|
| | |
|
|\ \ |
|
| |\ \
| | |/
| | |
| | |
| | | |
Conflicts:
OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
|
| | |
| | |
| | |
| | | |
concurrent uses of the same TCP connection, and even of the connections to the same server. So let's stop doing it. This patch makes movement much smoother when there are lots of neighbours.
|
|\ \ \
| |/ / |
|
| |\ \
| | | |
| | | |
| | | | |
careminster
|
| | | |
| | | |
| | | |
| | | |
| | | | |
but unscripted default sit anim is lost. Still some Gfx glitching. Physical
crossing doesn't work yet.
|
| |\ \ \
| | |/ /
| |/| /
| | |/ |
|
| | |
| | |
| | |
| | | |
complexity of code analysis
|
| | | |
|
|/ /
| |
| |
| | |
deciding the new position. This reduces a bit the odds of it being still coliding with object.
|
| | |
|