| Commit message (Collapse) | Author | Age | Files | Lines |
|\
| |
| |
| |
| | |
Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
|
| |
| |
| |
| |
| | |
This may well come back in the future when this subinterface is actually used but it currently isn't and I feel the name was poor.
Everything uses IClientAPI.RemoveEndPoint which also returned the full endpoint rather than just the ip address.
|
| |
| |
| |
| | |
IClientAPI.RemoteEndpoint.
|
|\ \
| |/
| |
| |
| |
| |
| |
| | |
Conflicts:
OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
|
| |
| |
| |
| |
| |
| |
| | |
constructing fresh copies.
The encodings are thread-safe and already used in such a manner in other places.
This isn't done where Byte Order Mark output is suppressed, since Encoding.UTF8 is constructed to output the BOM.
|
|\ \
| |/
| |
| |
| |
| |
| |
| |
| | |
Conflicts:
OpenSim/Framework/Watchdog.cs
OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
OpenSim/Region/Framework/Scenes/ScenePresence.cs
|
| |
| |
| |
| | |
is only complete for a particular region at a time
|
| |
| |
| |
| | |
draw the eye
|
| |
| |
| |
| |
| | |
This patch trims leading and trailing spaces from NPC chat and
suppresses the sending of empty chat strings on open chat channel 0.
|
| |
| |
| |
| | |
Allow NPCS to touch obects.
|
|\ \
| |/
| |
| |
| |
| | |
Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
|
| |
| |
| |
| |
| |
| |
| | |
This works like osForceAttachToAvatar() but allows an object to be directly specified from the script object's inventory rather than forcing it to be rezzed in the scene first.
Still only attaches objects to the owner of the script.
This allows one to bypass the complicated co-ordination of first rezzing objects in the scene before attaching them.
Threat level high.
|
|\ \
| |/
| |
| |
| |
| | |
Conflicts:
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
|
| | |
|
|\ \
| |/
| |
| |
| |
| |
| | |
Conflicts:
OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
|
| |
| |
| |
| |
| |
| | |
WorldViewModule.
If this has any effect then it will only be to the map images returned via requests to the /worldview simulator HTTP path (not enabled by default)
|
|\ \
| |/
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
Conflicts:
OpenSim/Data/MySQL/MySQLSimulationData.cs
OpenSim/Data/MySQL/Resources/RegionStore.migrations
OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
|
| |
| |
| |
| | |
ConsoleDisplayTableRow and ConsoleDisplayTableColumn
|
| | |
|
|\ \ |
|
| | |
| | |
| | |
| | | |
parameters to define if to add or remove, and if to send anims pack on that evocation, etc
|
|\ \ \
| | |/
| |/| |
|
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
output tables.
Still subject to change - if you use this be prepared to change your output code if/when the methods change.
Make new "attachments show" command use this.
|
| | |
| | |
| | |
| | |
| | |
| | | |
which attachments an in-scene avatar has.
For debugging purposes.
|
|\ \ \
| |/ / |
|
| | | |
|
| | |
| | |
| | |
| | | |
moving NPCs
|
|\ \ \
| |/ /
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
Conflicts:
OpenSim/Framework/WebUtil.cs
OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs
OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs
OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
OpenSim/Region/Framework/Scenes/ScenePresence.cs
|
| | |
| | |
| | |
| | |
| | |
| | | |
can relate a slow request to what the handler actually does and the agent it serves, if applicable.
This is most useful for capabilities where the url is not self-describing.
|
|\ \ \
| |/ / |
|
| | | |
|
|\ \ \
| |/ /
| | |
| | |
| | |
| | |
| | | |
Conflicts:
OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
OpenSim/Region/Framework/Scenes/Scene.cs
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
the same simulator.
This involves a large amount of change in test scene setup code to allow test scenes to share shared modules
SetupScene is now an instance method that requires an instantiation of SceneHelpers, though other SceneHelpers methods are still static
May split these out into separate classes in the future.
|
| |\ \ |
|
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
osNpcSay(UUID npc, string message) left untouched
New functions:-
osNpcSay(UUID npc, int channel, string message)
osNpcShout(UUID npc, int channel, string message)
osNpcWhisper(UUID npc, int channel, string message)
Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
|
|\ \ \ \
| | |/ /
| |/| | |
|
| |\ \ \ |
|
| | |/ /
| |/| |
| | | |
| | | |
| | | |
| | | | |
with .NET 3.5 vs 4.0 differences.
See http://opensimulator.org/mantis/view.php?id=5971
|
|\ \ \ \
| | |/ /
| |/| |
| | | |
| | | | |
Conflicts:
OpenSim/Region/Framework/Scenes/ScenePresence.cs
|
| | | |
| | | |
| | | |
| | | | |
These are identical apart from setting Velocity = zero, which has no practical effect anyway since this is zeroed when the avatar is added back to the physics scene.
|
|\ \ \ \
| |/ / /
| | | |
| | | |
| | | | |
Conflicts:
OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs
|
| | | |
| | | |
| | | |
| | | | |
Eliminated an extra newline in the console if the log line doesn't contain a category (example of a category: "[ASSETS]").
|
|\ \ \ \
| |/ / /
| | | |
| | | |
| | | |
| | | | |
Conflicts:
OpenSim/Region/CoreModules/World/Warp3DMap/MapImageModule.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
|
| |/ /
| | |
| | |
| | | |
Improve output table formatting.
|
|\ \ \
| | |/
| |/|
| | | |
careminster
|
| | | |
|
|\ \ \
| |/ /
|/| /
| |/ |
|
| | |
|
| |
| |
| |
| | |
Cut down on the logging spam.
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
structured
storage (dictionaries and arrays of string values) for scripts and region modules.
In addition, there are operations on the storage that enable "real" distributed
computation between scripts through operations similar to those of a tuple space.
Scripts can share task queues, implement shared locks or semaphores, etc.
The structured store is limited to the current region and is not currently
persisted. However, script operations are defined to initialize a store from a notecard
and to serialize the store to a notecard.
Documentation will be posted to the opensim wiki soon.
|