| Commit message (Collapse) | Author | Age | Files | Lines |
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Conflicts:
OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
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OpenSim.Region.Framework.dll
I believe this predates the generic system of registering interfaces and is very long unused.
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return the item ID instead of the asset ID if the identifier was a uuid that matched an inventory item name.
This would practically never happen.
This makes this overloaded version of the function consistent with the other version.
It looks like this accidentally came over in commit c5af16a from Tue Oct 16 12:40:21 2012
However, there's arguably a case for looking for an item name that matches a UUID before assuming that the identifier is already an asset ID.
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asset ID.
Agreed in discussion with cmickeyb.
This is to make this consistent with similar existing LSL/OSSL functions such as llTriggerSound() and osNpcLoadAppearance() that allow an item name or an asset id.
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and, for the moment, default to 'off'.
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invisible barriers in sculptie doorways (Mantis 6529).
Bump up level-of-detail for physical meshes to 32 (the max). This
fixes the invisible barriers that showed up in prim cut arches.
NOTE: the default LOD values are removed from OpenSimDefaults.ini.
If you don't change your OpenSimDefaults.ini, you will continue
to see the arch problem.
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that was in BSScene to BSParam. Remove unused parameters that were passed to the unmanaged code. Update DLLs and SOs for the new param block.
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down vehicle.
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them through to ScriptUtils class in OpenSim.Region.Framework.dll
Renames functions to better reflect what they do.
This is so that code registering with modInvoke() can reuse this code to provide functions that behave in a consistent manner with existing LSL/OSSL functions.
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position when creating the root prim. The offset position caused the positioning code to re-move the root prim when you selected it and released it.
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Conflicts:
OpenSim/Data/MySQL/MySQLSimulationData.cs
OpenSim/Framework/Servers/VersionInfo.cs
OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
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enabled" error if these were disabled and a viewer attempted to call one.
This was not working because the shouter was wrongly signalled as an agent rather than a prim
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use deep copy for DynAttrs.
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names must have at least 4 characters.
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from it
This is the easier way to give us control over locking, rather than asking that OSDMap IDictionary methods be virtual
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This module demonstrates that we can add an arbitrary persisted value to SOP without any changes to core code.
Every time the object is moved, the move record is updated and the users in the scene alerted
The number of moves is persisted over server restarts in sqlite
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This is mostly Bluewall's work but I am also bumping the general version number
OpenSimulator 0.7.5 remains in the release candidate stage.
I'm doing this because master is significantly adding things that will not be in 0.7.5
This update should not cause issues with existing external binary DLLs because our DLLs do not have strong names
and so the exact version match requirement is not in force.
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This reverts commit 141ad829f448b9138b12be7cf99c834c1f3977ec.
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UuidGatherer since this is no longer the behaviour.
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by scanning LSL/notecard files since these are the source of false positives.
This also changes UuidGatherer to reutn an AssetType.Unknown for embedded script/lsl references instead of Texture, since these are often not textures.
This is added to help people in determining when they have missing assets such as textures, etc.
In this case, one wants to run "fcache clear" first.
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tile has been set. Do more informative warn instead.
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additional client network servers at the same time. Use comma separated values in clientstack_plugin in your config. Additional plugins lying around shouldn't be picked up because the loader only loads configured dll assemblies and breaks at the first IClientNetworkServer found in the assembly. (the only new functionality is the ability to specify more in config). Note: The existing functionality also passes in a nini config.. and has a boolean to determine if the client network server should be initialized for a specific scene.
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child prim physical positions to get out of sync with the view.
More reliably compute the offset of children in a physical linkset.
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when individual child pos/rot changes were implementated a week or so ago.
Remove some passing of inTaintTime flag when it was never false.
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physical by delaying setting until pre-step time. Change vehicle.Refresh()
to schedule the pre-step setting.
Comments and updating of TODO list.
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in the PhysicsActor base class.
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recompiling on every operation. Added JsonList2Path script function
to simplify array iteration.
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to prevent slippage between objects that are meant to move synchronously or
keep their relative positions/rotations.
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