| Commit message (Collapse) | Author | Age | Files | Lines |
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movement, including:
** - avatar can navigate stairs better now
** - avatar can land without shooting into the air
** - excessive collisions with the ground are tempered somewhat and should only shoot the avatar up 20m instead of 200m
** - Try Catched a TextureDownloadModule.cs array out of bounds error with a report that causes it not to crash the sim, however it reports a few important items for tracking it down.
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* Condensed 8 calls to unmanaged code in ODE down to 1
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avatar to go into an endless plunge to the middle of the earth.
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* Added a few more comments.
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button when over them and colliding
* Reverted the avatar portion of the inter-penetration physics scene explosion management, it needs more work.
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correctly accepting prim inventory script updates.
No user functionality yet.
Refactoring to follow.
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Adding:: llSetParcelMusicUrl(), llGetRootPosition(), llGetRootRotation(),
llGetGeometricCenter(), llSetLocalRot(), llListReplaceList(),
llGetObjectPrimCount(),llGetParcelDetails(), llGetParcelMaxPrims(),
llWater(), llGetLocalRot(), and llGetAccel()
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SearializableRegionInfo is a bit more understood. This is
only a mainlog message.
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inventory descendents packet which exceeds a certain size is not being received by the client due
to something in the network constraining the maximum UDP packet size.
This hypothesis fits the observed facts. The change here reduces the maximum number of items in any single packet to 20.
If I'm wrong I'll go back and correct the comments.
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llGetVel(), llGround()
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resolving inventory problems
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Reverts the LSL Texture/Color functions back to the original code, allowing them to function again
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attempt when the asset server is lagging by formalising the de facto polling.
This may not be the best solution in the long run, but should improve things for now.
This may also improve reliability when updating inventory item metadata (e.g. renaming an item) and in retrieving textures
for the main map view.
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script to prim inventory
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* after some tweaking to the UDPServer all appears to be well
* Added what 'was' the GetType(bytes,packetEnd,zeroBuffer) to the UDPServer. (it was removed as a static method from Packet)
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* Craggy terrain mishandling by ODE still occasionally causes point bounciness
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* Fixes:
* -- duplicating Active physical object causes objects to explode in opposite directions
* -- Rezzing objects too close to you avatar causes avatar to shoot around in odd directions
* Vanity
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spew in the debug when land was selected
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selection box
unless previously expanded in inventory.
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* This fixes a *bunch* of Mantis bugs related to the following
* -- Neighbouring simulators not appearing after relog
* -- Login to simulator only to be logged off by simulator.
* -- ThreadAbort
* -- Unable to shutdown circuitCode: x
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INI under [RemoteAdmin] with the name access_password
*Removed a few more unneeded exceptions in land that has been fixed
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developer can see it in the environment, but it doesn't cause any adverse effects.
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Inventory contents retrieval and persistent region storage standalone now appear to work as well as they did before :)
This patch will not fix grid problems.
May be bugs present due to conversions I didn't spot.
I personally probably don't have any more time for this today. I'm also not entirely convinced this is the right way forward
so this might be a handy pause for thought. I'll also be delighted if I wake up tommorrow and everything is fine again.
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*Restricted lines just give you a friendly warning for now
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null objects?)
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banlists.
* Added a way for Grid based configuration parameters to (generally used in overriding functionality) to get to the regions on Registration.
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Works with LibSL rev>1532
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be used for parcel banning goodness
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*Added an event that is triggered when an agent enters a new parcel
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* Exposed the mass as a PhysicsActor read only property (so scripts can get at it - hint hint -)
* Hollow and Path Cuts affect the prim mass (all Hollow Types are supported in this calculation (sphere,square,triangle))
* Prim no longer sink into the ground.
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Added: llSetLinkAlpha() and finished off llSetLinkColor() by adding the ability to use LINK_SET.
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within it.
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* added Util.Clip(value, min, max)
* modified asset cache's numPackets calculation to use max packet size (600) instead of 1000
* removed a few magic numbers
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blocking done yet.
*Made the OnSignificantClientMovement distance from .02 to .45 to make it easier on the server.
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llSetLinkColor() and a temp place holder for llOwnerSay() since many example scripts that are copy/pasted from outside sources have llOwnerSay() and its obnoxious to change in scripts each time.
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