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* | Fix saving of attachment positionsMelanie2012-05-011-1/+1
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* remove repeated set of group rotation to physicsUbitUmarov2012-04-291-2/+3
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* SOG bug fix in group rotations updatesUbitUmarov2012-04-291-4/+6
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* fix llGetCenterOfMass ( checked with ubitODE only)UbitUmarov2012-04-282-3/+70
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* testUbitUmarov2012-04-271-3/+0
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* testUbitUmarov2012-04-271-12/+9
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* testUbitUmarov2012-04-271-1/+1
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* itestUbitUmarov2012-04-271-2/+3
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* itestUbitUmarov2012-04-271-2/+5
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* testUbitUmarov2012-04-271-2/+2
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* testing....UbitUmarov2012-04-271-15/+24
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* testingUbitUmarov2012-04-271-1/+1
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* TESTINGUbitUmarov2012-04-271-4/+4
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* TEST more changesUbitUmarov2012-04-271-1/+2
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* TEST more options to avnLocalTeleportUbitUmarov2012-04-271-4/+9
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* TEST added avnLocalTeleport(Vector3 newpos, Quaternion? newrot, bool ↵UbitUmarov2012-04-271-0/+22
| | | | Stopped) to scenepresence.cs
* Help big boobies to dance (avatar visualParams). May not persist and need ↵UbitUmarov2012-04-261-1/+1
| | | | more lobe ?
* set PIDHoverTau and not PIDTau since all physics need thatUbitUmarov2012-04-251-5/+7
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* SOG bug fix in UI object changesUbitUmarov2012-04-241-11/+20
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* fix animations if sited in ground alsoUbitUmarov2012-04-241-1/+1
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* "save the catgirls"UbitUmarov2012-04-242-18/+13
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* display heatbeat sleep time in stats. This may not be good for general use, ↵UbitUmarov2012-04-241-0/+5
| | | | but for testing/debug
* fix Simulation time reportUbitUmarov2012-04-241-0/+7
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* some reduction on time resolution efects on spare time reportUbitUmarov2012-04-241-4/+8
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* *testing* changed stats time reports to be per reported frame and not ↵UbitUmarov2012-04-241-11/+64
| | | | acumulated in about 1second. Total Frame Time is not just 1/reported sim fps
* fix a bug i added fixing another....UbitUmarov2012-04-221-2/+5
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* changed seletion code. SOP now knows about parts selection. UI actions are ↵UbitUmarov2012-04-203-24/+104
| | | | sent to SOP and this reports to SOG. Group is selected if any part is selected.sop.isSelect get() is only used in SOG. Will need to be improved for better performance on largelinksets. *UNTESTED* NEEDS CHECKING for side efects
* changed - VolumeDetect and phantom setting interaction. Script VD(true) ↵UbitUmarov2012-04-192-13/+40
| | | | forces phantom ON. UI phantom off turns off VD. Other transitions should only change specific parameter. This is not as current SL. - Fixed volumedetect prims being wrongly removed from physics.
* Allow setting a specific target velocity on TeleportWithMomentumMelanie2012-04-181-1/+11
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* Prevent objects rezzed in sim from being seen as attachments and becoming ↵Melanie2012-04-171-0/+6
| | | | uneditable or crashers. (Foxtail of death)
* added suport funtions for ubitODE raycastFilteredUbitUmarov2012-04-161-0/+13
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* Use chode character actor.SetMomentum() to force full restore Velocity in ↵UbitUmarov2012-04-141-1/+3
| | | | scenepresence TeleportWithMomentum(), since actor.Velocity was selected by original coders as the input of a desired velocity (even 'forces') that is modified by character conditions, like not changing velocity.Z if it is in free fall.
* Use presence absolute position to request raycast to camera. Used m_pos ↵UbitUmarov2012-04-131-3/+11
| | | | maybe a sitting offset. For reasons i don't understand that also seems to crash ode more when i let this rays colide with heighmaps (ubitODE with normal ode lib).
* don't do Animator.UpdateMovementAnimations() in scenepresence ↵UbitUmarov2012-04-131-2/+3
| | | | RegionHeartbeatEnd if agent is sitting. Also restore Velocity in teleportWithMomentum()
* make llGetGeometricCenter() work as in current SL. Now this is not real geom ↵UbitUmarov2012-04-092-10/+49
| | | | center but a average of positions relative to root prim ignoring prims details, so no need to use physics engine.
* sop.AddToPhysics(..) fixed and in use. For now it seems it needs to set ↵UbitUmarov2012-04-091-263/+147
| | | | sop.PhysActor, so made it return void.
* Merge branch 'master' into careminsterMelanie2012-04-076-59/+218
|\ | | | | | | | | | | | | | | | | 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
| * Merge branch 'master' of ssh://opensimulator.org/var/git/opensimDiva Canto2012-04-064-97/+128
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| | * Rather than having a FromFolderID property on every single prim and only ↵Justin Clark-Casey (justincc)2012-04-072-6/+15
| | | | | | | | | | | | | | | | | | ever using the root prim one, store on SOG instead. This reduces pointless memory usage.
| | * Store FromItemID for attachments once on SOG instead of on every SOP and ↵Justin Clark-Casey (justincc)2012-04-073-19/+13
| | | | | | | | | | | | | | | | | | only ever using the root part entry. This eliminates some pointless memory use.
| | * refactor: Eliminate unnecessary SOP.m_physActorJustin Clark-Casey (justincc)2012-04-061-10/+1
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| | * Fix llGetLinkPrimParams for PRIM_POS_LOCAL for child prims whether in scene ↵Justin Clark-Casey (justincc)2012-04-061-3/+13
| | | | | | | | | | | | | | | | | | | | | | | | or attachments. Return relative position to root prim rather than 0,0,0. Should fix same issue with llGetLocalPos() http://opensimulator.org/mantis/view.php?id=5951
| | * For llGetMass(), return the mass of the avatar is the object is attached.Justin Clark-Casey (justincc)2012-04-061-0/+16
| | | | | | | | | | | | | | | As per http://lslwiki.net/lslwiki/wakka.php?wakka=llGetMass This is the mass as used by the physics engine (ODE or Bullet).
| | * Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2012-04-061-20/+63
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| | * | remove possible PhysActor unexpectedly null race conditions when changing ↵Justin Clark-Casey (justincc)2012-04-032-63/+74
| | | | | | | | | | | | | | | | | | | | | | | | prim collision status factor out common SOP physics scene adding code into a common SOP.AddToPhysics() that is the counterpart to the existing RemoveFromPhysics()
| * | | Moved the inventory manipulation from HGEntityTransferModule to ↵Diva Canto2012-04-061-0/+49
| | |/ | |/| | | | | | | HGInventoryAccessModule where it belongs. They need to exchange some events, so added those to EventManager. Those events (TeleportStart and TeleportFail) are nice to have anyway.
| * | If an AddItem fails, try adding it to the right folder type.Diva Canto2012-04-061-20/+63
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* | minor changes.. a few physicsactor -> pa and a use a constant with |'ed ↵UbitUmarov2012-04-041-35/+31
| | | | | | | | bit fields in place of 6 individual checks ||'ed
* | remove more merge artefactsUbitUmarov2012-04-041-10/+3
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* | reverted changes to llApplyRotationalImpulse execution in SOP/SOG. This ↵UbitUmarov2012-04-042-3/+3
| | | | | | | | functions naming is misleading, Here Apply means to apply a instante impulse that may add to previus unprocessed ones and not setting a permanente torque (that is done by llSetTorque).