Commit message (Collapse) | Author | Files | Lines | ||
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2012-12-07 | *TEST* Use new avatar size in ubitODE. | UbitUmarov | 1 | -0/+6 | |
2012-12-05 | avatar collision plane send to viewer is only relative to feet. change | UbitUmarov | 1 | -4/+11 | |
avatar collider, just rounding the boxes, etc | |||||
2012-12-03 | *TEST* diferent avatar collider | UbitUmarov | 1 | -2/+13 | |
2012-11-23 | Fix problem where restarting the currently selected region would stop ↵ | Justin Clark-Casey (justincc) | 2 | -31/+25 | |
various console commands (e.g. "show users") from working. This was because the "currently selected" scene reference was being left as the dead scene instead of the restarted Scene object. | |||||
2012-11-23 | Add regression test for checking scene close when SceneManager is asked to close | Justin Clark-Casey (justincc) | 1 | -0/+58 | |
2012-11-23 | Fix a build break introduced by us having a more efficient DoubleDictionary | Melanie | 1 | -4/+8 | |
where core has a simple list | |||||
2012-11-23 | Fix regression where we stopped closing scenes on simulator exit. | Justin Clark-Casey (justincc) | 1 | -0/+7 | |
If we don't do this, then these scenes don't get deregistered from the grid, amongst other things. Regression was introduced in commit 8c130bc (Mon Nov 12 22:50:28 2012 +0000) | |||||
2012-11-20 | Minor formatting for 0962a35d and a few one-line comments as to why that ↵ | Justin Clark-Casey (justincc) | 1 | -8/+7 | |
code is there | |||||
2012-11-20 | Fix movetotarget on mega regions. | Iain Oliver | 1 | -3/+21 | |
2012-11-15 | Revert "Merge master into teravuswork", it should have been avination, not ↵ | teravus | 16 | -1486/+553 | |
master. This reverts commit dfac269032300872c4d0dc507f4f9062d102b0f4, reversing changes made to 619c39e5144f15aca129d6d999bcc5c34133ee64. | |||||
2012-11-12 | Stop closing old style modules | Melanie | 1 | -9/+0 | |
2012-11-12 | Remove the old style module loader and all references to it | Melanie | 3 | -88/+12 | |
2012-11-10 | Uncomment SceneObjectBasicTests.TestDeleteSceneObjectAsyncToUserInventory() ↵ | Justin Clark-Casey (justincc) | 2 | -35/+70 | |
and make it compile again Not currently in test suite since not yet working. Also add method doc to Scene.DeRezObjects() | |||||
2012-11-04 | Pipe Throttle Update Event to EventManager, client --> ScenePresence --> ↵ | teravus | 2 | -0/+18 | |
EventManager, so that modules can know when throttles are updated. The event contains no client specific data to preserve the possibility of 'multiple clients' and you must still call ControllingClient.GetThrottlesPacked(f) to see what the throttles actually are once the event fires. Hook EventManager.OnUpdateThrottle to GetTextureModule. | |||||
2012-11-02 | actually remove the use of random on persist timmings | UbitUmarov | 1 | -4/+6 | |
2012-11-02 | Create a new random when needed using normal time based seed instead of | UbitUmarov | 1 | -2/+5 | |
reusing a shared one than may not be valid | |||||
2012-11-02 | Change to earlier commit for TargetVelocity to support distributed physics. | Dan Lake | 1 | -3/+3 | |
2012-10-31 | Add TargetVelocity to PhysicsActor interface to support distributed physics. ↵ | Dan Lake | 1 | -1/+1 | |
No change to existing functions. | |||||
2012-10-31 | Make "show object part" command correctly display script status. | Justin Clark-Casey (justincc) | 1 | -17/+35 | |
Uses new IEntityInventory.TryGetScriptInstanceRunning() Makes it clearer that TaskInventoryItem.ScriptRunning cannot be used as it is temporary and not updated. | |||||
2012-10-30 | Store and send the current movement animation state to a new sim on crossing | Melanie | 2 | -0/+17 | |
2012-10-30 | Make sure we're not accessing a physics scene if we're not in one yet. | Melanie | 1 | -1/+1 | |
2012-10-30 | Only create a new list to check if objects have reached targets if there ↵ | Justin Clark-Casey (justincc) | 1 | -5/+9 | |
actually are any targets. | |||||
2012-10-30 | Put back the collision sound shim into SOP | Melanie | 1 | -0/+29 | |
2012-10-29 | shuffling code around so that the interface for ISoundModule.SendSound() ↵ | SignpostMarv | 1 | -1/+1 | |
specifies a UUID rather than a string | |||||
2012-10-29 | moving SendSound from SceneObjectPart to ISoundModule | SignpostMarv | 1 | -79/+9 | |
2012-10-29 | fixing a bug in SceneObjectPart.SendSound where sounds would always come ↵ | SignpostMarv | 1 | -9/+8 | |
from the root prim rather than the source prim | |||||
2012-10-29 | Factoring out a superfluous local variable & repeated assignment in ↵ | SignpostMarv | 1 | -10/+8 | |
SceneObjectPart.SendSound as linksets are only meant to have a single owner | |||||
2012-10-29 | removing superfluous lines from SceneObjectPart.SendSound | SignpostMarv | 1 | -8/+0 | |
2012-10-29 | transposing preload sound onto sound module | SignpostMarv | 1 | -31/+0 | |
2012-10-29 | formatting changes to SceneObjectPart.SendSound; consistent indentation | SignpostMarv | 1 | -34/+34 | |
2012-10-29 | SceneObjectPart.SendSound can exit early if a sound module was not found. | SignpostMarv | 1 | -4/+4 | |
2012-10-29 | Changing the logic order in the TaskInventory iterator of ↵ | SignpostMarv | 1 | -1/+1 | |
ScenObjectPart.SendSound, since we can currently have non-unique object inventory names so we should check the asset type first. | |||||
2012-10-29 | Replacing double-if block in SceneObjectPart.SendSound with Util.Clip | SignpostMarv | 1 | -4/+1 | |
2012-10-29 | Fix memory leak where removing an NPC did not remove its circuits. | Justin Clark-Casey (justincc) | 1 | -2/+3 | |
This was because we were removing by circuitcode where NPCs have no code. Now removing by agent ID instead. This commit also fixes the "show circuits" console command to work properly where the circuit has no associated IP address. | |||||
2012-10-29 | Add "force gc" region console command which manually invokes garbage collection. | Justin Clark-Casey (justincc) | 1 | -1/+2 | |
For debugging purposes. | |||||
2012-10-28 | Deep copy the collection of at_target objects so it can't be modified while | Melanie | 1 | -2/+5 | |
it's being iterated | |||||
2012-10-28 | Set the script state to new rez when a scriptis saved, rather than region start. | Melanie | 1 | -1/+1 | |
Prevents CHANGED_REGION_RESTART being sent to scripts when saving. | |||||
2012-10-28 | Add a property to determine if a link set is stored in the database. Also, fix | Melanie | 1 | -0/+13 | |
a bug where "Force object permissive" god action would fail to reset child prim permissions. | |||||
2012-10-28 | Deep copy the collection of at_target objects so it can't be modified while | Melanie | 1 | -1/+4 | |
it's being iterated | |||||
2012-10-28 | more debug | UbitUmarov | 1 | -0/+2 | |
2012-10-28 | remove pre physics build testing | UbitUmarov | 1 | -1/+1 | |
2012-10-28 | Add some extra debug on scene close | UbitUmarov | 1 | -1/+9 | |
2012-10-26 | Separate LSL's notion of the default anim from the actually playing anims. | Melanie | 1 | -2/+4 | |
2012-10-26 | Revert "Fix for Mantis 0006376: Avatar no longer show Walking animation when ↵ | Melanie | 1 | -1/+1 | |
any AO hud is" This reverts commit fa484c3494a7190b4d7526094347be74d091e125. | |||||
2012-10-26 | Comment out InventoryTransferModule.NeedSceneCacheClear() and invocations ↵ | Justin Clark-Casey (justincc) | 1 | -11/+13 | |
since the call itself does nothing and the return value is ignored by all callers. This is a very old method (+4 years) so is probably confusing code cruft. | |||||
2012-10-25 | minor: if a scene is already shutting down on Scene.Close(), warn and exit ↵ | Justin Clark-Casey (justincc) | 1 | -0/+6 | |
instead of attempting to run another shutdown concurrently. Thanks to Oren Hurvitz for this change. | |||||
2012-10-25 | Changed "course" to "coarse" in several places | Oren Hurvitz | 1 | -7/+7 | |
2012-10-25 | In Scene.Close(), dispose of the physics scene after base.Close() since ↵ | Justin Clark-Casey (justincc) | 2 | -6/+25 | |
script events can still access Physics scene until the script engine shuts down (triggered off base.Close()) XEngine listeners to EventManager.OnShutdown which is triggered from base.Close(). Possibly it could listen for the earlier OnSceneShuttingDown instead, but the easier solution right now is to relocate disposal of the physics scene. This bug has existed since c150320 (Thu Jul 26 15:27:18 2012) and was in 0.7.4 | |||||
2012-10-25 | Fix for Mantis 0006376: Avatar no longer show Walking animation when any AO ↵ | nebadon | 1 | -1/+1 | |
hud is loaded. Thank you tglion | |||||
2012-10-25 | Fix script error messages not showing up in viewer 3 and associated viewers. | Justin Clark-Casey (justincc) | 1 | -0/+12 | |
Viewer 3 will discard such a message if the chat message owner does not match the avatar. We were filling the ownerID with the primID, so this never matched, hence viewer 3 did not see any script error messages. This commit fills the ownerID in with the prim ownerID so the script owner will receive script error messages. This does not affect viewer 1 and associated viewers which continue to process script errors as normal. |