| Commit message (Collapse) | Author | Files | Lines |
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position change on others; don't assume m_host is in same grp that part (possible always is)...
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so that if a supported one is in the middle of then it still works.
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avatars. Stopped setting position twice in normal SetPrimParams
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with walls and stairs silent. Falls from greater height and running into things
will still be heard. a CollisionSound defined for the object will override this
so one can still script a soccer ball with sounds.
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sounds. They are distracting.
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collisions to make them really soft because otherwise climbing stairs
makes an unbearable amount of noise.
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up the sound pipeline in the viewer.
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is not listening to at_target
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custom ones
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it altogether. Allow a maximum of three uses before the restart goes through.
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URLs to banned clients.
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logout.
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World.RezObject, doing it only in itself, so its applyed after resuming scripts etc. It was giving twice the requested velocity.
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positions.
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harm than good these days
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destrution so there are no 'leaks'.
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freemove() is called
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Changes to the scenes dictionary are exceedingly rare and using atomic
operations makes the chance of collisions nearly nil in any case.
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bad effects, so needs some more testing
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resonable value ( 1m);
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similiar to parts. Let same thread do it all ( like in parts ) ( to change this some structs copies must be added)
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sound. Included in coment full assimetric ( since seems we have files for it now ) case with some uuids
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prim entry messed it up.
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