| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
|
|
|
| |
asking for a new determination
|
|
|
|
| |
DetermineMovementAnimation() for better code readability
|
|\ |
|
| |
| |
| |
| |
| |
| | |
state change), don't also remove sensors for other scripts in the same prim.
Hopefully fixes http://opensimulator.org/mantis/view.php?id=4448 and http://opensimulator.org/mantis/view.php?id=4452
|
|/ |
|
|
|
|
|
|
| |
from previous commit which sort out which iterator is used are left
intact. A discussion is needed as to what constitutes an avatar vs a
ScenePresence.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
the 3 iteration functions so more of them are using the correct
iteration for the action they are performing. The 3 iterators that seem
to fit all actions within OpenSim at this time are:
ForEachAvatar: Perform an action on all avatars (root presences)
ForEachClient: Perform an action on all clients (root or child clients)
ForEachRootClient: Perform an action on all clients that have an avatar
There are still a dozen places or so calling the old
ForEachScenePresence that will take a little more refactoring to
eliminate.
|
|\ |
|
| |
| |
| |
| | |
breaks LINK_SET et al.
|
| | |
|
| | |
|
|/
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
UpdateFlag is now referenced/used only within SOP and SOG. Outsiders are
using ScheduleFullUpdate, ScheduleTerseUpdate or ClearUpdateSchedule on
SOP consistently now. Also started working toward eliminating those
calls to ScheduleFullUpdate, ScheduleTerseUpdate or ClearUpdateSchedule
from outside SOP in favor of just setting properties on SOP and let SOP
decide if an update should be scheduled. This consolidates the update
policy within SOP and the client rather than everywhere that makes
changes to SOP. Some places forget to call update while others call it
multiple times, "just to be sure".
UpdateFlag and Schedule*Update will both be made private shortly.
UpdateFlag is intended to be transient and internal to SOP so it has
been removed from XML serializer for SOPs.
|
|
|
|
| |
We always use SOP.Rotation instead
|
|
|
|
| |
ForEachScenePresence can be changed to ForEachRootScenePresence.
|
|
|
|
| |
passed to ForEachScenePresence checks for !IsChildAgent first. It consolidates child and root handling for coming refactors.
|
|
|
|
|
|
| |
PARCEL_GROUP, PARCEL_OWNER, ESTATE_MANAGER and REGION_OWNER can be combined with the existing agent uuid option to limit ossl functions to agents and owner classes.
Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
|
|
|
|
| |
Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
|
|
|
|
| |
Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
|
|
|
|
| |
Thanks thomax for a patch to add handling for Sun/Moon pos.
|
|
|
|
| |
scene presence by client ID.
|
|
|
|
|
|
| |
engine in the current region.
Also added synonym of "scripts show"
|
|
|
|
| |
GetAvatarOnSitTarget() which returned exactly the same thing
|
|
|
|
| |
Allows you to stand an NPC that has sat.
|
|
|
|
|
|
|
|
|
| |
Format is osNpcSit(<npc-uuid>, <target-uuid>, OS_NPC_SIT_IMMEDIATE)
e.g. osNpcSit(npc, llGetKey(), OS_NPC_SIT_IMMEDIATE);
At the moment, sit only succeeds if the part has a sit target set.
NPC immediately sits on the target even if miles away - they do not walk up to it.
This method is in development - it may change so please don't trust it yet.
Standing will follow shortly since that's kind of important once you're sitting :)
|
| |
|
|
|
|
|
|
|
| |
this new flag set parcels claim date
value 0 for this flag set current unixstamp
http://opensimulator.org/mantis/view.php?id=5725
|
|
|
|
| |
idiomatic LastReportedSimFPS and LastReportedSimStats on SimStatsReporter
|
|
|
|
|
|
| |
than going through scene
I know this goes against the law of demeter but I don't think it's that useful here and I'd rather get rid of nasty little wrapper methods
|
|
|
|
| |
handlers for attachments to call public interface and rearranged module file into sections
|
|\ |
|
| | |
|
| |
| |
| |
| |
| |
| | |
rather than ""
As per http://wiki.secondlife.com/wiki/LlGetTexture
|
| |
| |
| |
| |
| |
| |
| |
| | |
the inventory name rather than the asset UUID
This is as per http://wiki.secondlife.com/wiki/LlGetTexture
Applied patch in http://opensimulator.org/mantis/view.php?id=4552 with an additional break statement if an inventory item is found to exit early.
Thanks Michelle Argus!
|
|/
|
|
| |
converted back and forth between ScenePresence and IClientAPI. More to be done still.
|
|
|
|
|
|
| |
when an avatar sits on a prim, we get now his key & name ;-)
http://opensimulator.org/mantis/view.php?id=4476
|
|
|
|
| |
http://wiki.secondlife.com/wiki/LlAvatarOnLinkSitTarget
|
|
|
|
|
|
| |
reflect what it actually does
This also makes it consistent with some other methods that send data to the client.
|
| |
|
|
|
|
|
|
|
| |
rather than the script thread.
This is to prevent the aborting of attachment script threads on teleport from aborting the one actually doing the teleport.
This allows OSSL teleport functions to work when invoked on scripts in attachments (and huds, I assume)
|
|
|
|
| |
calling through the SOP, which doesn't make conceptual sense anyway.
|
|
|
|
| |
It's never possible for SOG to have no RootPart, except in the first few picosends of the big bang when it's pulled from region persistence or deserialized
|
| |
|
|
|
|
|
| |
The only times when ParentGroup might be null is during regression tests (which might not be a valid thing) and when scene objects are being constructed from the database.
At all other times it's not possible for a SOP not to have a SOG parent.
|
|
|
|
| |
pointless duplication of identical values
|
|
|
|
| |
This does a tiny bit to reduce code complexity, memory requirement and the cpu time of pointlessly setting this field to the same value in every SOP
|
|
|
|
| |
Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
|
|
|
|
|
|
| |
Apart from one obvious bug, this was failing because attempting to serialize the script from inside the script (as part of saving the attachment as an inventory asset) was triggering an extremely long delay.
So we now don't do this. The state will be serialized anyway when the avatar normally logs out.
The worst that can happen is that if the client/server crashes, the attachment scripts start without previous state.
|
|
|
|
| |
DetachSingleAttachmentToInv() for consistency and to reflect it's actual behaviour
|
|
|
|
| |
if all faces have their own textures then the default texture is null
|