| Commit message (Collapse) | Author | Files | Lines |
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hard-coded port numbers.
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* Implemented a hack so regions beyond the 10,000m range will show the map without having to click on the map before they'll start to show. The hack shows regions around the one you're in, but it won't show the one you're in.. you still need to click on the map to get that (not sure why yet). Additionally, the map still only shows pictures for regions that are hosted on the same instance (no change).
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scene, rather than on creation of the group
* Adding to a scene is now parameterized such that one can choose not to actually persist that group
* This is to support a use case where a module wants a scene which consists of both objects which are persisted, and ones which are just temporary for the lifetime of that server instance
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representing the prim now on the mainmap.
* It isn't perfect since the blocks are square, however it's pretty good.
* Performance is also pretty good, however, if it takes too long for you, you can disable it in the OpenSim.ini
* You can see how long it takes in milliseconds on the console when it finishes.
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-2147483648 is not valid for red, I've added the following message;
[MAPIMAGE]: Your terrain is corrupted in region {0}, it might take a few minutes to generate the map image depending on the corruption level
And, I've also kept it from crashing...
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override the default method of calculating how many prims a parcel can have.
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to allow the InventoryServer to work with MSSQL..
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failing because they are giving an illegal initial position to ScenePresence.MakeRootAgent()
* If we detected an illegal position (x, y outside region bounds or z < 0), then print out the illegal position and substitute an emergency <128, 128, 128> instead
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xengine to:
Replaces "presence.Name" => "presence.ControllingClient.Name" to return avatar's name.
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* In English, that means that Copy Selection works now, including Copy Centers and Copy Rotates.
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stdin)
*Fixed bug that would crash the simulator if there were two physics/meshing engines loaded with the same name.
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Currently LSL code such as below does not compile on OpenSim, but compiles fine in Second Life:
list mylist = [];
mylist += [1, 2, 3];
mylist += "four";
list newlist = mylist + 5.0;
The problem is that the LSL_Types.list class does not have an operator for adding a string to a list.
I am including a patch which implements adding a string, integer or float to a list.
I am also including tests. The file LSL_TypesTestList.cs belongs in
OpenSim/Tests/OpenSim/Region/ScriptEngine/Common/.
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situations and have it work.
* script Collision reporting works now in DotNetEngine
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really want to see, "[AsyncLSL]: GetSensorList missing localID" and SetSensorEvent, then you can #define SPAM
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UpdateEntityMovement() to try to preclude the
occaisional System.NullReferenceException in scene.
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The attatched patch makes the changed() event fire properly and
lets scripts run properly.
NOTE: All existing state files must be deleted:
rm ScriptEngines/*/*.state
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was incorrectly sending the command along with the args to the CommandDelegate
help was getting lost on top of normal help & help was getting missed except
in an exact match (and only returning the first)
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Adds full implementation of all llDetected* functions for sensors,
collisions and touches. Adds changed(CHANGED_REGION_RESTART) event
to allow restarting of eye-candy functionality not currently
persisted with the prim.
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0001495: [PATCH] Adds an API for for plugins to create
new Console commands and Help
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reference not set to an instance of object' exception
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0001476: [PATCH] Allow larger script state files to be loaded
The previous limitation on load file size was too small for
larger script projects
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This patch brings the Yield Prolog in sync with the YP r669.
Biggest item is support for functions asserta and assertz ,
providing dynamic databases.
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protected functions that only return object counts to public so it can be easily used by outside classes.
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as llSetObjectPermMask. By default it's off.
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however, I think I understand now how to make it work. I just don't want
to have this broken for people this weekend.
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will work.
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because it won't do the setting of the prim flexi from not-flexi, however, it'll tweak the parameters of an already existing flexi prim.
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border to a position below it. After teleporting, you can go under the terrain if you like as usual.
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interesting, but successful way to do it.
* This also takes care of a few error situations that were previously never seen.
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I'm getting an unhandled exception in openxmlrpcchannel during simulator initialization.
I have two objects in different regions that open remote data channels in the state_entry event.
It appears that the state_entry call is executing before the postinitialize method is called in
xmlrpcmodule (the exception occurs because m_openChannels is not initialized).
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the function that reports errors in event handling is not computing the
line numbers correctly for windows paths (and probably linux paths).
As a result, the conversion to int throws an exception.
note... i'm not sure why we extract the line number, convert it to an int,
then convert it back to a string... but hey... :-)
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Thank you, Melanie. And Thank you ckrinke. Bigups!
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This patch implements the llLoopSound patch from Xantor for the XEngine
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Corrects the XEngine's script startup semantics.
Completes llRequestAgentData
Implements llDetectedLink
Fixes a few minor issues
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