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* One more module converted: CloudModule.Diva Canto2012-11-101-1/+1
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* 80 character-width terminal formatting of IDialogModule interface, removing ↵SignpostMarv2012-11-101-23/+28
| | | | superfluous whitespace & line-endings.
* Documenting parameters of methods on the IDialogModule interfaceSignpostMarv2012-11-101-33/+73
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* Uncomment SceneObjectBasicTests.TestDeleteSceneObjectAsyncToUserInventory() ↵Justin Clark-Casey (justincc)2012-11-102-35/+70
| | | | | | | and make it compile again Not currently in test suite since not yet working. Also add method doc to Scene.DeRezObjects()
* Converted the WindModule to the new region module interface (38 to go). Also ↵Diva Canto2012-11-091-1/+1
| | | | added both the WindModule and the SunModule to the Plugin manifest.
* Converted the SunModule to the new region module interface. (39 to go...)Diva Canto2012-11-091-1/+1
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* marking IRegionModule interface as obsolete via System.ObsoleteAttribute, ↵SignpostMarv2012-11-091-0/+2
| | | | intentionally triggering a bunch of warnings in compiler output in hopes of encouraging other developers to refactor built-in modules when they have free time.
* Add a method to query all registered script constants to allow non-XEngineMelanie2012-11-041-0/+2
| | | | script engines to use them.
* Change to earlier commit for TargetVelocity to support distributed physics.Dan Lake2012-11-021-3/+3
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* Add TargetVelocity to PhysicsActor interface to support distributed physics. ↵Dan Lake2012-10-311-1/+1
| | | | No change to existing functions.
* Make "show object part" command correctly display script status.Justin Clark-Casey (justincc)2012-10-312-17/+48
| | | | | Uses new IEntityInventory.TryGetScriptInstanceRunning() Makes it clearer that TaskInventoryItem.ScriptRunning cannot be used as it is temporary and not updated.
* Merge branch 'master' of melanie@opensimulator.org:/var/git/opensimMelanie2012-10-301-5/+9
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| * Only create a new list to check if objects have reached targets if there ↵Justin Clark-Casey (justincc)2012-10-301-5/+9
| | | | | | | | actually are any targets.
* | Store and send the current movement animation state to a new sim on crossingMelanie2012-10-302-0/+17
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* documenting some params on ISoundModule methodsSignpostMarv2012-10-291-7/+16
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* Refactoring llTriggerSoundLimited with a new method on ISoundModule, as the ↵SignpostMarv2012-10-291-0/+3
| | | | LL Wiki spec for llTriggerSoundLimited states an axis-aligned bounding box, not radial constraint
* shuffling code around so that the interface for ISoundModule.SendSound() ↵SignpostMarv2012-10-292-2/+2
| | | | specifies a UUID rather than a string
* moving SendSound from SceneObjectPart to ISoundModuleSignpostMarv2012-10-292-79/+24
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* fixing a bug in SceneObjectPart.SendSound where sounds would always come ↵SignpostMarv2012-10-291-9/+8
| | | | from the root prim rather than the source prim
* Factoring out a superfluous local variable & repeated assignment in ↵SignpostMarv2012-10-291-10/+8
| | | | SceneObjectPart.SendSound as linksets are only meant to have a single owner
* deduplicating code into a single LoopSound methodSignpostMarv2012-10-291-4/+5
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* removing superfluous lines from SceneObjectPart.SendSoundSignpostMarv2012-10-291-8/+0
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* adjusting parameter order of PreloadSound to be more logicalSignpostMarv2012-10-291-2/+2
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* transposing LoopSoundMaster to Sound ModuleSignpostMarv2012-10-291-0/+11
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* transposing preload sound onto sound moduleSignpostMarv2012-10-292-31/+10
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* transposing stop sound into sound moduleSignpostMarv2012-10-291-0/+6
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* documenting ISoundModule methods & fieldsSignpostMarv2012-10-291-0/+28
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* formatting ISoundModule prior to documentationSignpostMarv2012-10-291-2/+4
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* formatting changes to SceneObjectPart.SendSound; consistent indentationSignpostMarv2012-10-291-34/+34
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* SceneObjectPart.SendSound can exit early if a sound module was not found.SignpostMarv2012-10-291-4/+4
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* Changing the logic order in the TaskInventory iterator of ↵SignpostMarv2012-10-291-1/+1
| | | | ScenObjectPart.SendSound, since we can currently have non-unique object inventory names so we should check the asset type first.
* Replacing double-if block in SceneObjectPart.SendSound with Util.ClipSignpostMarv2012-10-291-4/+1
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* stripping whitespace from ISoundModule, formatting SoundModuleNonShared.csSignpostMarv2012-10-291-1/+1
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* making the max distance for sounds to be heard from their origin a ↵SignpostMarv2012-10-291-0/+2
| | | | configurable option exposed via a public field on ISoundModule (with private setter in the implementation)
* Fix memory leak where removing an NPC did not remove its circuits.Justin Clark-Casey (justincc)2012-10-291-2/+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.
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2012-10-291-2/+5
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| * Deep copy the collection of at_target objects so it can't be modified whileMelanie2012-10-281-2/+5
| | | | | | | | it's being iterated
* | Add "force gc" region console command which manually invokes garbage collection.Justin Clark-Casey (justincc)2012-10-291-1/+2
|/ | | | For debugging purposes.
* Separate LSL's notion of the default anim from the actually playing anims.Melanie2012-10-261-2/+4
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* Revert "Fix for Mantis 0006376: Avatar no longer show Walking animation when ↵Melanie2012-10-261-1/+1
| | | | | | any AO hud is" This reverts commit fa484c3494a7190b4d7526094347be74d091e125.
* refactoring IWorldCommListenerInfo.GetRegexBitfield() method to be a field ↵SignpostMarv2012-10-261-2/+1
| | | | with a private setter
* adding ability for listeners to be filtered by regular expressions and a ↵SignpostMarv2012-10-261-0/+25
| | | | general-purpose function to see if a given string matches a given regex
* Formatting and casing correction in WorldCommModule, trailing new line in ↵SignpostMarv2012-10-261-1/+1
| | | | OSSL to get git diff to not complain
* Comment out InventoryTransferModule.NeedSceneCacheClear() and invocations ↵Justin Clark-Casey (justincc)2012-10-261-11/+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.
* minor: if a scene is already shutting down on Scene.Close(), warn and exit ↵Justin Clark-Casey (justincc)2012-10-251-0/+6
| | | | | | instead of attempting to run another shutdown concurrently. Thanks to Oren Hurvitz for this change.
* Changed "course" to "coarse" in several placesOren Hurvitz2012-10-251-7/+7
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* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2012-10-251-1/+1
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| * Fix for Mantis 0006376: Avatar no longer show Walking animation when any AO ↵nebadon2012-10-251-1/+1
| | | | | | | | | | | | hud is loaded. Thank you tglion
* | In Scene.Close(), dispose of the physics scene after base.Close() since ↵Justin Clark-Casey (justincc)2012-10-252-6/+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
* Fix script error messages not showing up in viewer 3 and associated viewers.Justin Clark-Casey (justincc)2012-10-251-0/+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.