| Commit message (Collapse) | Author | Age | Files | Lines |
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to prevent slippage between objects that are meant to move synchronously or
keep their relative positions/rotations.
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Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
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in OpenSim.ini for each region.
Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
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Conflicts:
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
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a particular UUID.
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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.
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(General, not physics). Makes flying not feel as stiff.
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sends an asset transaciton but it is empty. So we can't ignore name data
when a transaction is present and can't treat every transaction as valid.
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properly for temp-on-rez. Auto-return overrides sitting. Temp does not.
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Conflicts:
OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
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sends an asset transaciton but it is empty. So we can't ignore name data
when a transaction is present and can't treat every transaction as valid.
Conflicts:
OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
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that these can be triggered by future code (not yet implemented).
Also hooks up moving_start and moving_end script events, eliminating itemID on XEngine EventManager methods since this is completely unused.
An adaptation of the patch in http://opensimulator.org/mantis/view.php?id=6515
Thanks Garmin Kawaguichi and Signpost Marv.
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Conflicts:
OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
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working', and if you look deep enough, you see that the results are not really stable depending on the direction of the ray.
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into the physics check patch for now since physics doesn't properly return land for some reason (as tested by Nebadon)
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careminster
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Conflicts:
OpenSim/Framework/ThrottleOutPacketType.cs
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
OpenSim/Region/CoreModules/Avatar/Groups/GroupsModule.cs
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Conflicts:
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
OpenSim/Region/Physics/BulletSNPlugin/BSShapeCollection.cs
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routines on the physics engine. Won't make a difference for any
existing scripts since ODE always returned Vector3.Zero.
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sit on a prim we're already sat upon, rather than looking up the part from scratch.
An adaptation of commit 055b8a2
Having both ParentID and ParentPart references now is redundant. ParentID should probably be eliminated.
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Conflicts:
OpenSim/Framework/Servers/HttpServer/BaseHttpServer.cs
OpenSim/Framework/Servers/HttpServer/PollServiceRequestManager.cs
OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
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Setting this logs extra information about animation add/remove, such as uuid and animation name
Unfortunately cannot be done per client yet
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default animation but continue to allow scripts to do so.
This keeps the fix from http://opensimulator.org/mantis/view.php?id=6327
and fixes the behaviour regression in http://opensimulator.org/mantis/view.php?id=6483
Animations may still exhibit different behaviour if both scripts and clients are adjusting animations.
A change in the behaviour of client AO to not remove all animations may be a better long term approach.
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script wait event (llSleep(), etc.)
This makes use of EventWaitHandles since various web references indicate that Thread.Interrupt() can also cause runtime instability.
If co-op termination is enabled, then termination sets the wait handle instead of waiting for a timeout before possibly aborting the thread.
This allows the script to cleanly terminate if it's in a llSleep/LL function delay or the next time it enters such a wait without any timeout period.
Co-op termination is not yet testable since checking for termination request within loops that never trigger a wait is not yet implemented.
This commit, unlike 1b5c41c, passes the wait handle as an extra parameter through IScript.Initialize() instead of passing IScriptInstance itself.
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during a script wait event (llSleep(), etc.)"
Doing this as a favour to Melanie. This will be back with passing the wait handles directly to the api.
This reverts commit 1b5c41c14ad11325be249ea1cce3c65d4d6a89be.
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script wait event (llSleep(), etc.)
This makes use of EventWaitHandles since various web references indicate that Thread.Interrupt() can also cause runtime instability.
If co-op termination is enabled, then termination sets the wait handle instead of waiting for a timeout before possibly aborting the thread.
This allows the script to cleanly terminate if it's in a llSleep/LL function delay or the next time it enters such a wait without any timeout period.
Co-op termination is not yet testable since checking for termination request within loops that never trigger a wait is not yet implemented.
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search data
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other than the object currently sat on
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Conflicts:
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
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rather than just saying it happened.
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This involves making Attachments module listen for start/stop script changes.
It also involves removing the script from the region on detach in the same manner as every other DeleteSceneObject() call rather than simply stopping it
This is necessary tue to the bad assymetry of start and stop script triggers but it appears to be the correct behaviour anyway, as detached objects are completely gone from the sim.
Not just in a state where their scripts have been stopped.
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