| Commit message (Collapse) | Author | Age | Files | Lines |
... | |
| | |
| | |
| | |
| | | |
than through the update system.
|
| | | |
|
| | | |
|
| | | |
|
|\ \ \
| | |/
| |/| |
|
| | | |
|
| | |
| | |
| | |
| | | |
Fix bug that allowed only login access to regions with mis-configured telehubs. Administrators now have teleport access when there exists a mis-configured telehub in the region. Estate owners are now placed at region center in the absence of spawnpoints instead of being denied access. Grid Gods are unrestricted. All others are denied access to the region until spawnpoints are assigned to the telehub object.
|
|\ \ \
| |/ /
| | |
| | |
| | | |
Conflicts:
OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs
|
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
null where the object should be.
This prevents a later load IAR failure.
This code is currently only used by IAR loading.
|
|\ \ \
| |/ / |
|
| | | |
|
| | |
| | |
| | |
| | | |
to work with the new params. Not actually plumbed just yet.
|
| | | |
|
| | |
| | |
| | |
| | | |
This reverts commit c658fa1c0dd83f23c66ccfedb12e8ab02ff01d0a.
|
| | |
| | |
| | |
| | | |
Addition of entries to PhysicsActor and setting code in SceneObjectPart.
|
| | | |
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
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.
|
|\ \ \
| | |/
| |/| |
|
| | | |
|
| | | |
|
| | |
| | |
| | |
| | | |
additional roll when pressing page down, and reducing your roll when pressing page up to make it feel more responsive and give the user more visual feedback.
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
(General, not physics). Makes flying not feel as stiff.
Conflicts:
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
|
| | | |
|
|\ \ \
| | |/
| |/| |
|
| | | |
|
| | | |
|
|\ \ \
| |/ /
| | |
| | |
| | | |
Conflicts:
OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
|
| | |
| | |
| | |
| | |
| | |
| | | |
OpenSim.Region.Framework.dll
I believe this predates the generic system of registering interfaces and is very long unused.
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
return the item ID instead of the asset ID if the identifier was a uuid that matched an inventory item name.
This would practically never happen.
This makes this overloaded version of the function consistent with the other version.
It looks like this accidentally came over in commit c5af16a from Tue Oct 16 12:40:21 2012
However, there's arguably a case for looking for an item name that matches a UUID before assuming that the identifier is already an asset ID.
|
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
them through to ScriptUtils class in OpenSim.Region.Framework.dll
Renames functions to better reflect what they do.
This is so that code registering with modInvoke() can reuse this code to provide functions that behave in a consistent manner with existing LSL/OSSL functions.
|
|\ \ \
| |/ /
| | |
| | |
| | |
| | |
| | |
| | | |
Conflicts:
OpenSim/Data/MySQL/MySQLSimulationData.cs
OpenSim/Framework/Servers/VersionInfo.cs
OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
|
| |\ \ |
|
| | | |
| | | |
| | | |
| | | | |
use deep copy for DynAttrs.
|
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
from it
This is the easier way to give us control over locking, rather than asking that OSDMap IDictionary methods be virtual
|
| | | | |
|
|\ \ \ \
| |/ / / |
|
| | | |
| | | |
| | | |
| | | | |
UuidGatherer since this is no longer the behaviour.
|
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
by scanning LSL/notecard files since these are the source of false positives.
This also changes UuidGatherer to reutn an AssetType.Unknown for embedded script/lsl references instead of Texture, since these are often not textures.
This is added to help people in determining when they have missing assets such as textures, etc.
In this case, one wants to run "fcache clear" first.
|
| | | | |
|
|\ \ \ \
| |/ / / |
|
| | | | |
|
|\ \ \ \
| | |_|/
| |/| | |
|
| | | |
| | | |
| | | |
| | | |
| | | | |
to prevent slippage between objects that are meant to move synchronously or
keep their relative positions/rotations.
|
| | | | |
|
|\ \ \ \
| | |/ /
| |/| |
| | | |
| | | | |
Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
|
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
in OpenSim.ini for each region.
Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
|
|\ \ \ \
| |/ / /
| | | |
| | | |
| | | | |
Conflicts:
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
|
| | | |
| | | |
| | | |
| | | | |
additional roll when pressing page down, and reducing your roll when pressing page up to make it feel more responsive and give the user more visual feedback.
|
| | | |
| | | |
| | | |
| | | | |
(General, not physics). Makes flying not feel as stiff.
|
|\ \ \ \
| | |/ /
| |/| | |
|