| Commit message (Collapse) | Author | Age | Files | Lines |
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I'm getting an unhandled exception in openxmlrpcchannel during simulator initialization.
I have two objects in different regions that open remote data channels in the state_entry event.
It appears that the state_entry call is executing before the postinitialize method is called in
xmlrpcmodule (the exception occurs because m_openChannels is not initialized).
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the function that reports errors in event handling is not computing the
line numbers correctly for windows paths (and probably linux paths).
As a result, the conversion to int throws an exception.
note... i'm not sure why we extract the line number, convert it to an int,
then convert it back to a string... but hey... :-)
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Thank you, Melanie. And Thank you ckrinke. Bigups!
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This patch implements the llLoopSound patch from Xantor for the XEngine
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Corrects the XEngine's script startup semantics.
Completes llRequestAgentData
Implements llDetectedLink
Fixes a few minor issues
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Corrects the XEngine's script startup semantics.
Completes llRequestAgentData
Implements llDetectedLink
Fixes a few minor issues
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Corrects the XEngine's script startup semantics.
Completes llRequestAgentData
Implements llDetectedLink
Fixes a few minor issues
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the client thread terminating when creating a new script.
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LSL scripts in which a float type is cast to a string or a string type
is cast to a float do not compile. When the script is translated from
LSL to C#, the LSL float type is translated into double. There is no
string <-> double cast in C#, so compilation fails.
There is a LSLFloat type, however it seems unfinished and is not used.
I am attaching a patch that implements the LSLFloat type. I have also
added two methods to the LSLString type to facilitate float <-> string casts.
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* Unfortunately, there's some kludges with the Async manager and the llDetected functions that I have yet to decipher... so llDetected functions don't work with collision events at the moment....
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commit
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warning for debugging purposes
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* 5000 commits in this repository!
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up the resources
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* Not yet ready for public use
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* However, still not actually archiving anything except textures
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* Ignoring it on reload as of yet
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removes a lock on every SendPacketTo call, which was shown to have
good performance benefits by the IBM China Research Lab.
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ODEPlugin. This may, or may not fix anything.
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llKey2Name fix to show avatar name instead of "Basic Entity"
One line fix. Replaces "presence.Name" =>
"presence.ControllingClient.Name" to return avatar's name.
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This patch adds the prolog interperter helper object ONLY for YP code,
and not every script compiled.
Mirrors the other languages like JS and VB more closely.
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"Hooks up the plumbing from previous patch"
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that solves "trees are too small when rezzed"
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plumbs in the events for on_rez.
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* Committing : 0001449: Patch implements X and Y Top Shear parameters for torus prim physical mesh generation (PATCH attached)
* The included patch implements the X and Y Top Shear parameter adjustments to the mesh generator for the torus prim physical mesh. These are approximations as I was unable to determine their exact function but they appear to generate meshes which quite closely duplicate their counterparts in the viewer.
* Thanks Dahlia!!!!
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unmolested
* These are only thrown on client shutdown anyway
* This stops the console (harmlessly) spewing stack traces when a client logs off
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actually be all that tricky to try better clean up on a client thread crash. Haven't actually implemented
this, though
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fails by catching the exception in AuthUser() instead of letting it propogate out of the thread
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* no other prim items are archived yet
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mono. Need to sort that out with DJ shortly.
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Set udp flags correctly to prevent "Socket forcibly closed by host"
errors.
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commits
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* May help with mantis 1434 though I doubt it
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Dropping.' message
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to every script in most environments). This will break prolog
support. Prolog code needs to generate it's template script more like
how javascript does.
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service, launch the actual writing of the archive on a separate thread (to stop tieing up the asset cache received notifier thread)
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not all faces have the same texture
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* You'll need to start-up the MessageingServer and set it up. It sets up like any of the other grid servers.
* All user presence data is kept in memory for speed, while the agent is online. That means if you shutdown the messaging server or the messaging server crashes, it forgets who's online/offline.
* Occasionally the region-cache will get stale if regions move around a lot. if it gets stale, run clear-cache on the messaging server console to clear the region cache.
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