Commit message (Collapse) | Author | Files | Lines | ||
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2013-01-10 | Add "debug scene get" console command to list current scene options | Justin Clark-Casey (justincc) | 1 | -2/+43 | |
2013-01-10 | Move scene debug commands into separate module. Command changes from "debug ↵ | Justin Clark-Casey (justincc) | 5 | -138/+350 | |
scene <key> <value>" to "debug scene set <key> <value>" to accomodate future settings | |||||
2013-01-10 | refactor: route the final scene backup through the same code that handles ↵ | Justin Clark-Casey (justincc) | 1 | -10/+1 | |
periodic backup This is rather than making unnecessary duplicate checks that the SOG later performs again. | |||||
2013-01-10 | minor: Capitalize GroupsModule command category | Justin Clark-Casey (justincc) | 1 | -1/+1 | |
2013-01-10 | minor: add missing newline to "debug scene" console command | Justin Clark-Casey (justincc) | 1 | -1/+1 | |
2013-01-10 | Remove unimplemented "debug teleport" console command | Justin Clark-Casey (justincc) | 1 | -2/+0 | |
2013-01-10 | Add "debug scene pbackup true|false" console command. This enables or ↵ | Justin Clark-Casey (justincc) | 2 | -13/+36 | |
disable periodic scene backup. For debug purposes. If false, scene is still saved on shutdown. | |||||
2013-01-10 | On baked texture save, replace any HG ID with an ordinary asset ID so the ↵ | Justin Clark-Casey (justincc) | 1 | -0/+3 | |
HGAssetBroker doesn't try to save back to the avatar's originating region | |||||
2013-01-10 | Add "show script timers" command to show script timers. For debug purposes. | Justin Clark-Casey (justincc) | 3 | -35/+81 | |
Also, "show sensors" changes to "show script sensors". | |||||
2013-01-10 | Add "show sensors" command to show script sensor information for debug purposes. | Justin Clark-Casey (justincc) | 3 | -32/+153 | |
2013-01-08 | BulletSim: Fix hover height (boats float at the correct level). | Robert Adams | 2 | -8/+12 | |
Fix problem of vehicles going crazy when backing up. | |||||
2013-01-09 | Revert "Prevent empty Anim Packs" | Melanie | 1 | -12/+0 | |
This reverts commit 5561333668f61f043cdfc0733a4eb50a1bcfb14e. | |||||
2013-01-09 | Revert "Fix sequence id fr default anim" | Melanie | 1 | -1/+1 | |
This reverts commit a775931a0cec9f65748c6e20dd2695edcbe21b7f. | |||||
2013-01-09 | minor: Fix command match of "debug script" command to "debug scripts" to ↵ | Justin Clark-Casey (justincc) | 1 | -1/+1 | |
match other scripts commands (and it's own short help text) | |||||
2013-01-09 | minor: Allow "script *" console commands to take multiple script item ids | Justin Clark-Casey (justincc) | 1 | -30/+32 | |
2013-01-08 | Fix sequence id fr default anim | Melanie | 1 | -1/+1 | |
2013-01-08 | Prevent empty Anim Packs | Melanie | 1 | -0/+12 | |
2013-01-08 | Add the new UpdateAgentInformation cap to make maturity on more recent viewers | Melanie | 1 | -2/+20 | |
work. | |||||
2013-01-07 | BulletSim: improve vehicle angular banking and deflection computation. ↵ | Robert Adams | 1 | -19/+18 | |
Rotate angular correction forces to be world relative rather than vehicle relative. | |||||
2013-01-07 | BulletSim: add function to push avatar up when hitting stairs. | Robert Adams | 5 | -27/+119 | |
It looks like BulletSim and ODE rely on penetration correction to cause the avatar to move up and thus allowing walking up stairs. Object penetration was minimized for walking and flying (so one doesn't go through walls) and this stopped stairs from working. This commit introduces avatar movement code to check for collisions at the feet while walking and attempts to raise the avatar for the steps. Not yet perfect but movement is better. | |||||
2013-01-07 | BulletSim: fix exception when re-creating the terrain when loading an OAR file | Robert Adams | 1 | -0/+2 | |
2013-01-06 | BulletSim: comments and removing small compile errors introduced in last commit. | Robert Adams | 3 | -9/+3 | |
2013-01-06 | BulletSim: update DLLs and SOs with better debugging output. | Robert Adams | 4 | -12/+151 | |
Add definition of hand crafted avatar mesh. Not used yet. Comments and cleanup. | |||||
2013-01-04 | BulletSim: fix problem where mesh shapes were physically just their bounding ↵ | Robert Adams | 1 | -0/+1 | |
box and not the complete mesh. Fill mesh physical objects are back. | |||||
2013-01-04 | BulletSim: implement llMoveToTarget by adding PIDActive, etc. | Robert Adams | 2 | -50/+33 | |
Implementation of non-vehicle hover but haven't tested it a lot. Update TODO list. | |||||
2013-01-04 | BulletSim: add some features to the PID motor to make it more flexible. | Robert Adams | 1 | -9/+18 | |
2013-01-04 | BulletSim: convert avatar movement from a force to an impulse. Shouldn't | Robert Adams | 1 | -2/+2 | |
change functionality but removes an oddity in computing the force. | |||||
2013-01-04 | BulletSim: add initial implementation of llMoveToTarget and hover height. | Robert Adams | 1 | -10/+147 | |
Not all there yet. | |||||
2013-01-04 | BulletSim: reorganize motor code a little to pull together common functions. | Robert Adams | 1 | -18/+129 | |
Add BSFMotor. | |||||
2013-01-04 | BulletSim: add comments to force and impulse setting functions | Robert Adams | 1 | -0/+8 | |
so it is clear what Bullet is actually doing with the set values. | |||||
2013-01-04 | BulletSim: fix problem where pre-step actions would not replaced | Robert Adams | 1 | -0/+4 | |
by new registrations thus causing multiple instances of an action. | |||||
2013-01-04 | BulletSim: add ResetBroadphasePool and ResetConstraintSolver diagnostic | Robert Adams | 4 | -50/+73 | |
functions. If values set from console, the functions are called. Looking for why the collision pools fill up with unnecessary stuff. | |||||
2013-01-04 | Set default particle burst count to 1 instead of 0 in any set particle ↵ | Justin Clark-Casey (justincc) | 1 | -3/+3 | |
system script call that does not have an empty list. As per http://opensimulator.org/mantis/view.php?id=6353 | |||||
2013-01-04 | Fix build break caused by missing ) from dce2809. | Justin Clark-Casey (justincc) | 1 | -1/+1 | |
Was hand-typing in a line of code I had tested before but not retested this time | |||||
2013-01-04 | Automatically grant sit-related llRequestPermissions() for subsequent ↵ | Justin Clark-Casey (justincc) | 1 | -15/+1 | |
avatars sitting on the same scene obejct, instead of wrongly popping up request permissions dialog. Resolves http://opensimulator.org/mantis/view.php?id=6478 | |||||
2013-01-04 | refactor: simplify llGetNumberOfPrims() to return prim count + sitting ↵ | Justin Clark-Casey (justincc) | 1 | -7/+1 | |
avatar count rather than independently inspecting every scene presence | |||||
2013-01-04 | Fix llGetLinkName() to return the name of the last avatar sat as the last ↵ | Justin Clark-Casey (justincc) | 1 | -41/+35 | |
link number. As per http://wiki.secondlife.com/wiki/LlGetLinkName | |||||
2013-01-04 | Fix llGetLinkKey() to return the last sat avatar as the last link number. | Justin Clark-Casey (justincc) | 3 | -63/+99 | |
As per http://wiki.secondlife.com/wiki/LlGetLinkKey This is done by keeping a scene-object wide list of sitters. This also fixes bugs in this function where linknums 0 and 1 weren't treated properly if there were sitting avatars on a single prim. This also fixes a minor race condition for multiple concurrent sitters on a prim with no current sitters by locking on the object-wide list rather than individual sop lists Addresses http://opensimulator.org/mantis/view.php?id=6477 | |||||
2013-01-03 | minor: Add some doc to the extremely unhelpful 'fudge....' comment as to why ↵ | Justin Clark-Casey (justincc) | 1 | -1/+4 | |
we're deselecting the prim in code before scheduling an update on attachment | |||||
2013-01-03 | Fix problem where object attached from ground often does not get attached ↵ | Justin Clark-Casey (justincc) | 1 | -9/+1 | |
properly. It seems this is happening because we send a kill for objects that are selected when attached. A code comment says that this is to get the client to deselect it, but v3 and v1 clients do this just fine without the kill. Aims to address http://opensimulator.org/mantis/view.php?id=6456 | |||||
2013-01-03 | Scipt modules get the OpenMetaverse types, so lists passed as arguments to ↵ | SignpostMarv | 1 | -2/+27 | |
script module functions which then later call LSL_Types.list.GetVector3Item() or LSL_Types.list.GetQuaternionItem() methods would then trigger an InvalidCastException, which is now avoided. | |||||
2013-01-03 | Improving documentation of AttachToAvatar and GetLine methods in LSL_Api.cs ↵ | SignpostMarv | 1 | -8/+15 | |
based on doxygen error output | |||||
2013-01-03 | updating documentation in SampleMoneyModule based on doxygen error log ↵ | SignpostMarv | 1 | -6/+8 | |
output; changing an xml-style hint to a uri-style hint in the class summary, improving documentation of Initialise method and removing a superfluous parameter, improving documentating of ClientClosed method and documenting an omitted parameter | |||||
2013-01-03 | minor: Change channel digger replacement message in TerrainModule to Info ↵ | Justin Clark-Casey (justincc) | 1 | -1/+1 | |
from Warn. This is to stop this unnecessarily triggering log analysis code which reports warn and error level statements. | |||||
2013-01-02 | Fixed several problems with the Sun: some settings didn't work, or were ↵ | Oren Hurvitz | 5 | -61/+37 | |
inconsistently used. - The sun position is always calculated by combining the sun settings in the Region and Estate. This fixes the problem that 'UseEstateSun' didn't work. - To remove ambiguity, the EstateToolsSunUpdate event no longer accepts the sun's position as parameters. That's because the position is always calculated from the Region and Estate settings. - Use only the 'FixedSun' flag to determine whether the sun is fixed; not the 'UseGlobalTime' flag. - Don't change the region's 'SunPosition' field according to the sun's position: this field is used only to set the position when using a FixedSun. (The 'SunVector' field does get updated according to the sun's position in the sky) | |||||
2013-01-02 | Fixed: the AvatarEnteringNewParcel event wasn't triggered in some cases | Oren Hurvitz | 1 | -0/+6 | |
If an avatar moved between regions: A -> B -> A, then when returning to region A the AvatarEnteringNewParcel wasn't triggered. This happened because the ScenePresence in region A still remembered its previous 'currentParcelUUID', so it appeared as if the avatar didn't change parcels. Now, however, when a ScenePresence becomes a child presence we clear its 'currentParcelUUID'. | |||||
2013-01-02 | Fix indenting on ConsoleDisplayTable, align indenting on "show animations" ↵ | Justin Clark-Casey (justincc) | 1 | -1/+1 | |
console command | |||||
2013-01-02 | minor: minor code and log formatting fixes to recent changes in ↵ | Justin Clark-Casey (justincc) | 1 | -5/+6 | |
LandManagementModule | |||||
2013-01-02 | Changed locks to prevent deadlocks (especially during multi-region Load OAR) | Oren Hurvitz | 3 | -39/+61 | |
2013-01-02 | If Save OAR/IAR times-out while waiting for assets then notify the caller ↵ | Oren Hurvitz | 4 | -26/+37 | |
that the operation failed |