| Commit message (Collapse) | Author | Files | Lines |
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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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parts also
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collisions report information.
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of funtions ).
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sent. Use the safer lower max packet size defined in os source (600) and not OMV one (1100).
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without using the detailed collision position. (current error will be half max physical prim size). Moved some checks from sop to collisionSound code
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volumedetect collision
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sec per part ???
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sounds with llCollisionSound("",...). UUID.Zero means defaults should be used. In case part has several scripts with confliting llCollisionSound result depende on exec order. Specially on reset the efect of "" depends on reset order, it should override the others. This is intermediate improve(?) since collisions sounds seem to need a deaper revision.
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coerent with other places in case of future changes. Should be equivalent if all is well.
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