| Commit message (Collapse) | Author | Age | Files | Lines |
... | |
| | | |
| | | |
| | | |
| | | | |
we can move back to a dispatcher function on SOG that handles the several cases( in a viwer independent way (?)) and calls current exec funtions. made cosmetic changes replacing decimals by hexs so bits are easier to read. Changed behavour of case 12 and 28 ( 0x0c and 0x1c) to make identical to 0x0d and 0x1d ( scale only and scale plus position). DOn't see 12 and 28 in use... cases 1c and 1d still broken
|
|\ \ \ \
| | |/ /
| |/| |
| | | |
| | | |
| | | | |
Conflicts:
OpenSim/Region/Framework/Scenes/ScenePresence.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
|
| | | |
| | | |
| | | |
| | | | |
This is rather than checking whether the avatar is sitting and doing its own calculation.
|
| | | |
| | | |
| | | |
| | | | |
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.
|
|\ \ \ \
| |/ / / |
|
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
are still lowercase.
Also convert the estate commands to simply AddCommand() calls so that commands from two different modules can be placed in the same category
|
| |\ \ \ |
|
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
<category/module>" to display commands in a category.
This is to deal with the hundred lines of command splurge when one previously typed "help"
Modelled somewhat on the mysql console
One can still type help <command> to get per command help at any point.
Categories capitalized to avoid conflict with the all-lowercase commands (except for commander system, as of yet).
Does not affect command parsing or any other aspects of the console apart from the help system.
Backwards compatible with existing modules.
|
|\ \ \ \ \
| | |_|/ /
| |/| | |
| | | | | |
careminster
|
| | | | |
| | | | |
| | | | |
| | | | | |
the check for significant is carried out. Prevents a deadlock condition.
|
| | | | |
| | | | |
| | | | |
| | | | | |
this mfrom SOP to client side. At least does seem to work a bit better ( again there wwas a issue on sop.copy )
|
|\ \ \ \ \
| | |_|/ /
| |/| | |
| | | | |
| | | | | |
Conflicts:
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
|
| | |/ /
| |/| | |
|
| | | | |
|
|\ \ \ \
| |/ / /
| | | |
| | | |
| | | | |
Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
|
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
We can now do this since the entire scene and all objects within it are now successfully gc'd at the end of these tests.
This greatly improves the time taken to run each test (by reducing teardown time, not the time to actually do the test work that we're interested in).
Slightly simplifies config read in Scene constructor to help facilitate this.
|
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
and OnNewScript in the event manager
OnNewScript fires when a script is added to a scene
OnRezScript fires when the script actually runs (i.e. after permission checks, state retrieval, etc.)
|
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
status" command.
This is for diagnostic purposes.
|
| | | | |
|
| | | |
| | | |
| | | |
| | | | |
This is another step necessary for the scene to be garbage collected between performance tests
|
|\ \ \ \
| | |/ /
| |/| |
| | | | |
careminster
|
| | | | |
|
| | | |
| | | |
| | | |
| | | | |
Also removed commented code block.
|
| | | |
| | | |
| | | |
| | | | |
control for ubitODE. for all let physics know about linking of physical parts. Assume UNTESTED
|
|\ \ \ \
| |/ / /
| | | |
| | | | |
careminster
|
| | | | |
|
|\ \ \ \
| |/ / /
| | | |
| | | | |
careminster
|
| | | | |
|
| | | | |
|
| | | |
| | | |
| | | |
| | | | |
periodically.
|
| | | |
| | | |
| | | |
| | | | |
other way because SOG doesn't technically exist in the DB
|
| | | | |
|
| | | |
| | | |
| | | |
| | | | |
code.
|
| | | |
| | | |
| | | |
| | | | |
Buoyancy, Force and Torque
|
| | | | |
|
| |\ \ \ |
|
| | | | |
| | | | |
| | | | |
| | | | | |
Buoyance. PLEASE trap deserialization from inventory etc, making force and torque vector3.Zero, unless we want then to rez moving. (needs checking/testing as usual)
|
| |/ / / |
|
| | | |
| | | |
| | | |
| | | |
| | | | |
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
|
| | | |
| | | |
| | | |
| | | | |
Scene.PipeEventsForScript()
|
| | |/
| |/|
| | |
| | |
| | |
| | |
| | |
| | | |
allowed to run rather than checking its own prim.
This allows scripts to run in child prims that are outside region boundaries.
This is an interim patch applied from http://opensimulator.org/mantis/view.php?id=5899 though it does not resolve that bug
Thanks tglion!
|
| |\ \ |
|
| | | | |
|