aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region (follow)
Commit message (Collapse)AuthorAgeFilesLines
* experimental function. Results still too volatile to be usefullUbitUmarov2016-08-274-2/+33
|
* stack overflow is (not)funny :)UbitUmarov2016-08-271-1/+7
|
* llCollisionSound(,value) back to disable all sounds. new ↵UbitUmarov2016-08-274-9/+46
| | | | osCollisionSound(..). allows defualt sounds with volume
* send selected objects Proprieties udp part outside update queues and as a ↵UbitUmarov2016-08-254-11/+53
| | | | physics single caps message per selection request
* suspend the use of SelectedObjects list. It is not threadSafe and is not in ↵UbitUmarov2016-08-251-4/+0
| | | | use (possible cant even be used)
* first step changing Object Select codeUbitUmarov2016-08-252-107/+61
|
* fix missing PhysicsProprieties sending on Object select. This is a ↵UbitUmarov2016-08-251-24/+1
| | | | temporary Fix, entire Object select code needs to be changed
* why did u used RunInThread? change to RunInThreadPoolUbitUmarov2016-08-251-1/+1
|
* respect landpoint Z position also on the ugly LandingPointBehavior_OS ↵UbitUmarov2016-08-241-0/+1
| | | | option (default one)
* dont request a workjob if we can see there is nothing to doUbitUmarov2016-08-241-12/+18
|
* fix the conditions to do parcel objects autoreturnUbitUmarov2016-08-241-7/+8
|
* minor change on warp3d libUbitUmarov2016-08-241-3/+1
|
* potencial null refUbitUmarov2016-08-241-15/+15
|
* potencial null refUbitUmarov2016-08-241-40/+36
|
* estate handleTerrainRequest memory leaksUbitUmarov2016-08-241-6/+15
|
* DynamicTextureModule memory leaksUbitUmarov2016-08-241-28/+35
|
* remove some dead codeUbitUmarov2016-08-241-9/+0
|
* use known name a group ejetee if its local clientUbitUmarov2016-08-241-13/+10
|
* coment some debug messagesUbitUmarov2016-08-233-6/+6
|
* replace warp3D.dll by a newer modified version. (only minor testing done :(UbitUmarov2016-08-232-106/+56
|
* change strange rotation in legacy MapImageModule (untested)UbitUmarov2016-08-221-4/+4
|
* change ODEs topcolliders code ( still bad), plus a few memory leaksUbitUmarov2016-08-225-40/+34
|
* workaround potencial memory leakUbitUmarov2016-08-221-0/+4
|
* locking issueUbitUmarov2016-08-221-4/+5
|
* minor locking issueUbitUmarov2016-08-221-11/+11
|
* remove unnecessary lockUbitUmarov2016-08-221-31/+21
|
* locking issueUbitUmarov2016-08-221-2/+2
|
* minor locking issueUbitUmarov2016-08-221-13/+3
|
* locking issueUbitUmarov2016-08-221-18/+18
|
* minor locking issueUbitUmarov2016-08-221-2/+2
|
* workaround potencial memory leakUbitUmarov2016-08-221-0/+2
|
* workaround potencial memory leaksUbitUmarov2016-08-227-50/+32
|
* (re)fix avatar standup from a child prim on object deleteUbitUmarov2016-08-221-1/+1
|
* add a missing lock()UbitUmarov2016-08-211-1/+2
|
* remove sceneGraph MoveObject and make it part of ProcessObjectGrabUpdate ( ↵UbitUmarov2016-08-213-7/+19
| | | | scene.PacketHandlers) where it belongs
* in HGAssetBroker do cache all if asset id changedUbitUmarov2016-08-211-5/+7
|
* limit the scan of terrain EnforceEstateLimits to the area changed.UbitUmarov2016-08-211-2/+23
|
* fix llSetText utf8 string size clipingUbitUmarov2016-08-211-12/+2
|
* fix terrain BMP image format on SaveStream mantis: 8001UbitUmarov2016-08-211-1/+1
|
* make the case llCollisionSound("",1.0) more clear its retunring to default ↵UbitUmarov2016-08-211-1/+3
| | | | sounds, ie like a prim that never had this funtion called.
* fix llCollisionSound("",0.0) not disabling sounds BUT let ↵UbitUmarov2016-08-202-22/+50
| | | | llCollisionSound("",value [<=1.0]) play default sounds with selected volume. I really don't care if last part is not like SL
* Mantis #8000, don't charge for updating classifieds. Thanks, Cinder!Melanie Thielker2016-08-201-23/+29
| | | | Signed-off-by: Melanie Thielker <melanie@t-data.com>
* fix GetLandData(...) in land connectors not suporting large regionsUbitUmarov2016-08-202-2/+29
|
* fix physics sits on child primsUbitUmarov2016-08-191-1/+1
|
* fix ubOde prims unlink that got broken fixing sleeping bodies collisions, ↵UbitUmarov2016-08-192-6/+28
| | | | core removes and adds a prim with same LocalID not giving time for physics to actuly delete, so when it did it LocalID was lost
* on sog unlink loose the reference to the deleted physics actorUbitUmarov2016-08-191-0/+3
|
* on object delete send a direct kill and a delayed one via updates queue, ↵UbitUmarov2016-08-192-8/+3
| | | | Until we find why some are missing, (if its not by udp nature). also remove redundant avatar stands
* fix updates resend by reEnqueing, that got broken down the lineUbitUmarov2016-08-191-15/+13
|
* avoid telling a work job to cancel itselfUbitUmarov2016-08-191-2/+9
|
* do not enqueue next event processing if script is in SelfDelete stateUbitUmarov2016-08-191-3/+4
|