| Commit message (Collapse) | Author | Age | Files | Lines |
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size. Helps make the fonts crisp when using vector renderer as a
text board.
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* This module more or less crashes every region in the instance if you enable it by moving it from local /bin to global /bin
* But hey, it crashes in lots of interesting ways.
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delink prim updates is low priority
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and a seperate voice server approach compatible with SLVoice is needed here.
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"local" or "grid"
* See OpenSim.ini.example for more details
* The old sqlite/mssql settings were redundant and effectively ignored anyway. Hence, there's no need for you to change your current settings, which will still work
* In fact, asset_database should probably be moved to [Network] since it's meaningless for standalone installations
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'disappear')
* Root cause was that if two updates occurred in the same second of time, the second one was never sent
* Linking/delinking appears to be okay now
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static readonly. I suspect this was the cause of mantis #500.
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* DelinkFromGroup was removing the parts from the delinked group, which later upset the update thread when it tried to do a queued update for that object
* Temporary fix is to stop deleting the parts, though it would be good later to stop sending out the now spurious updates
* This fix actually reveals another bug, where rapid linking and delinking will cause the non root prims to disappear (though they're actually still there if you relog). This is the next bug to tackle.
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exception when we try to update it
* This doesn't remove bug 757, but does largely remove the worst consequences
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neighbouring region is down), put out only the source and message of the RemotingException (not the stack trace) to the console.
* It doesn't appear that the remoting stack trace yields any useful information anyway
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* Reduce 'asset not found' console debug spam
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thanks Grumly57.
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* Fixed a bug with the Smooth Area brush.
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* Terrain Area-of-Effect brushes now should work properly.
* Updated the scale / effect of various brushes. Small & Medium brushes should now actually do something.
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TerrainUtil class. More needs doing.
* Adjusted strength of brushes to Math.Pow(2,size), this should in theory work closer to how it was before.
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isn't found, since this appears to be crashing Linden client 1.19.0(5)
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the texture queue
* This is in order to identify whether it is these which are somehow causing the massive texture packet bloat,
* since this is the only other packet put on to that queue other than the TextureSender ones
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* Added support for LSL llGetOmega (Rotational/Angular Velocity)- ODEPlugin is the only physics plugin that reports it.
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* Added osSetPrimFloatOnWater(BOOL) to make Physical prim float at the water level.
* osSetPrimFloatOnWater(TRUE); or osSetPrimFloatOnWater(FALSE);
* By default, prim do not float at the water level.
* More work is needed on the floating, but it's a start.
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* Added WaterLevel support to the ODEPlugin. More on this later.
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* Everyone try to push a physical prim across a region border now.
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closer. Bugs may be due to the water distribution pattern.
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* More cleanup
* Less noise
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* W.I.P: Hydraulic Erosion (Spherical) paintbrush - code is all there, but some work is required on the initial parameters to get it to function correctly. Replaces the smooth brush when `newbrushes` is switched on.
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Collision Space Crash'
* Added: Console comment: [PHYSICS]: The scene reused a disposed PhysActor! *waves finger*, Don't be evil.
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* Expect the occasional deadlock?
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* Implements the Optimised Erosion routine defined by Jacob Olsen in the paper 'Procedural Terrain Generation' (http://www.oddlabs.com/download/terrain_generation.pdf)
* Replaces the 'flatten' brush when 'newbrushes' is enabled.
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System.Drawing.Color says it returns a Color with all Components as 0 if the String passed isn't a known color, so the null check has been commented out
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* Added "script terrain newbrushes <true|false>" to enable experimental terraforming brushes. Presently the 'revert' brush is replaced with the Weathering brush, when enabled.
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Patch to implement the following LSL functions:
llGetObjectPermMask()
llSetObjectPermMask()
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colour name can be any of the predefined .net System.Drawing.Color names.
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do some basic drawing onto textures. Currently the method the scripts have to use is most likely not the most user friendly, but this should improve soon. And hope to allow SVG files (either loaded from a web site, or even script created) to be used. I will add a page to the wiki tomorrow, until then http://www.pastebin.ca/934425 is a example c# script that can be used to get a bit of a idea.
Also added osSetDynamicTextureDataBlend and osSetDynamicTextureURLBlend that will allow the various textures to be blended together, but currently there are still a few bugs in them. So not ready for use yet.
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* Added Revert Area, flood brush.
* Added Revert Sphere, paint brush.
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