| Commit message (Collapse) | Author | Age | Files | Lines |
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* Impelements llInstantMessage
* Reimplements llOwnerSay as llInstantMessage(llGetOWner(),msg).
* Try's to better identify the "True Name" of objects in llDetectedName
by checking for avatar name, scene Object Part name and entity name.
* Uses similar logic in the llSensor and llSensorRepeat functions.
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Below is a patch for the smooth tool.
I factored out the essential computations and placed it in a
channel method to work similar to raise and lower.
It now performs about the same rate as raise and lower.
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Removed verbose flag, since it doesn't do anything any more.
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** Added more realistic calculations of mass for the rest of the supported prim shapes+holes+cuts+tapers. Previously they were the generic height * width * length. Spheres roll (Angular velocity) more realistically, etc.
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This patch is intended to implement the following functions:
llIntegerToBase64
llBase64ToInteger
llParseStringKeepNulls
None of these functions are dependent upon state elsewhere in the SIM,
so they are appropriately self-contained. I've tested them out of
context, and from a script attached to an object in my test region.
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root agent is on the instance and if so, which region the avatar's root agent is in.
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updates (fixed)
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asset cache, until it can be seen if the module was the cause of some new problems that seem like they might be related to assets. I'll look into this more tomorrow.
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ever seen". I'm not sure I should be doing this commit, but oh well.
So anyway, it moves the Asset downloading (packet sending) to a module (AssetDownloadModule).
So now at last, AssetCache should be just dealing with fetching assets from the asset server and caching them.
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Scene.AddXmlRPCHandler being shared).
* Fixed a null ref issue in Scene.Close()
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is being closed.
DisableSimulatorPacket now skips the packet throttles
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modules are technically active. Beta software, yada yada yada. Will disable one of them by the end of the day.
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* New method involves interfaces for
** Terrain Paint Brushes (ie raise brush, lower brush, etc)
** Terrain Flood Brushes (ie raise area, lower area, etc)
** Terrain Effects (ie erosion, etc) [= W.I.P, not committed]
* Provided sample implementation for Raise Paint and Raise Area brushes.
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to shared module fixed.
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boundaries providing they are all located on the same simulator.
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instance is required for the entire simulator, rather than one per region.
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Trunk. Enabled via [VoiceChat] enabled=true in OpenSim.ini
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an image
* This might stop some client's constant requests for unfound textures, which is a candidate for the memory leak
* If a texture is not found then the "Image not found" texture will now be displayed clientside
* If it works, this should resolve mantis 676
* Non texture image requests do not receive this packet yet
* This will require a prebuild
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llSensor, llSensorRepeat, llSensorRemove, llDetectedName, llDetectedKey, llDetectedOwner, llDetectedType, llDetectedPos, llDetectedVel, llDetectedRot
Thank you very much kinoc! :)
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TextureSender
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* Moved Flush into Close since it's always done in that order.
* Minor renamings
* Reversed if for clarity
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Fixed a bug in new Prim where I actually ADDED new values to old values instead of directly assigning them... Now that was a waste of time! :P
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off into eternity
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Fixed bugs in new OOP commands.
Prim.Rotation.X += 45;
Prim.Position.X += 10;
Now how do I find the prim I asked to += 10 every 1 second???
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doesn't work, so no big surprise. :)
Modified baseclass for compiled script to incorp new OSSL commands class and renamed it to follow standards and all that. Scripts may work again. :)
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commands :)
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Example:
Prim.Position.X += 10;
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new OSSL_BuilIn_Commands class where we can start adding our own modular commands.
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* Adds one unit test. CreateAndDropPhysicalCube.
* More unit tests will be done
* Let me know if this breaks Linux build..
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optimization of mine slowed the speed of updates using the 'poll' method in certain circumstances.
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* Don't act immediately on a physical prim unless it's moving.
* This helps when you're trying to make a box stack and you select the bottom most box.
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* When you select a physical prim, it stops while you've got it selected.
* When you move or alter a prim in some manner, it doesn't become collidable until you de-select it
* When you select a prim, it doesn't become temporarily 'phantom' until you make some change to it while it's selected. (this prevents accidental selections in prim floor from causing it to go phantom on you(but don't move it or you'll fall))
* There's one major difference, and that's a physical object won't stop if you don't have permission to edit it. This prevents people who don't have edit permissions on a prim from stopping it while it's moving.
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region queue before queue objects were fully operational)
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