| Commit message (Collapse) | Author | Age | Files | Lines |
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by new registrations thus causing multiple instances of an action.
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functions. If values set from console, the functions are called. Looking
for why the collision pools fill up with unnecessary stuff.
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system script call that does not have an empty list.
As per http://opensimulator.org/mantis/view.php?id=6353
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Was hand-typing in a line of code I had tested before but not retested this time
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avatars sitting on the same scene obejct, instead of wrongly popping up request permissions dialog.
Resolves http://opensimulator.org/mantis/view.php?id=6478
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avatar count rather than independently inspecting every scene presence
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link number.
As per http://wiki.secondlife.com/wiki/LlGetLinkName
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As per http://wiki.secondlife.com/wiki/LlGetLinkKey
This is done by keeping a scene-object wide list of sitters.
This also fixes bugs in this function where linknums 0 and 1 weren't treated properly if there were sitting avatars on a single prim.
This also fixes a minor race condition for multiple concurrent sitters on a prim with no current sitters by locking on the object-wide list rather than individual sop lists
Addresses http://opensimulator.org/mantis/view.php?id=6477
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we're deselecting the prim in code before scheduling an update on attachment
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properly.
It seems this is happening because we send a kill for objects that are selected when attached.
A code comment says that this is to get the client to deselect it, but v3 and v1 clients do this just fine without the kill.
Aims to address http://opensimulator.org/mantis/view.php?id=6456
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script module functions which then later call LSL_Types.list.GetVector3Item() or LSL_Types.list.GetQuaternionItem() methods would then trigger an InvalidCastException, which is now avoided.
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based on doxygen error output
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output; changing an xml-style hint to a uri-style hint in the class summary, improving documentation of Initialise method and removing a superfluous parameter, improving documentating of ClientClosed method and documenting an omitted parameter
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from Warn.
This is to stop this unnecessarily triggering log analysis code which reports warn and error level statements.
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truly equal
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inconsistently used. - The sun position is always calculated by combining the sun settings in the Region and Estate. This fixes the problem that 'UseEstateSun' didn't work. - To remove ambiguity, the EstateToolsSunUpdate event no longer accepts the sun's position as parameters. That's because the position is always calculated from the Region and Estate settings. - Use only the 'FixedSun' flag to determine whether the sun is fixed; not the 'UseGlobalTime' flag. - Don't change the region's 'SunPosition' field according to the sun's position: this field is used only to set the position when using a FixedSun. (The 'SunVector' field does get updated according to the sun's position in the sky)
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If an avatar moved between regions: A -> B -> A, then when returning to region A the AvatarEnteringNewParcel wasn't triggered. This happened because the ScenePresence in region A still remembered its previous 'currentParcelUUID', so it appeared as if the avatar didn't change parcels. Now, however, when a ScenePresence becomes a child presence we clear its 'currentParcelUUID'.
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This prevents errors when one thread iterates over the regions (e.g., from RegenerateMaptileAndReregister()) while another thread is adding a region.
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console command
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LandManagementModule
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that the operation failed
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rather than having to ToString() them first
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Scripts dialogs
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This shows the current animation sequence and default anims for avatars.
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llRequestPermissions()
This is consistent with all other OSSL NPC functions that allow unowned avatars to be manipulated.
Aims to address http://opensimulator.org/mantis/view.php?id=6483
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every so many frames. Default to off.
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into the unmanaged Bullet interface class.
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Copied BulletSNPlugin.BulletSimAPI to a new
BulletSPlugin.BSAPIXNA.cs and then modifyed the latter to
comply with the BSAPITemplate definition. Not totally debugged
but the code is all there for an INI variable to select either
unmanaged C++ Bullet or the C# version of Bullet.
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to have pointers and managed to have objects.
Initial paste of XNA code. Commented out.
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1. The error checking for the case where there's no "My Inventory" folder was
incorrect: it checked the wrong variable.
2. If GetSystemFolderForType() is called to get AssetType.RootFolder then
it should return the root folder immediately; not look for another root
folder below it.
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A different approach to the patch in http://opensimulator.org/mantis/view.php?id=6462
that doesn't involve further forking of SmartThreadPool
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pool on first use rather than constructing it ourselves.
No functional change.
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BSAPITemplate.
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relied on prebuilt construction info structures.
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Remove all related calls from the unmanaged and BSAPITemplate interfaces.
Update DLLs and SOs to include the version without HeightMapInfo structures.
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Update BulletSim DLLs and SOs with simplier step function interface.
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Only initialization and debug fuctions left.
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(.ToString(X)) and replace it with a method on BulletBody, BulletShape, ...
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functions.
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unmanaged (C++) and managed (C#).
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BulletSim core to using the BulletSimAPITemplate. Physical object creation and destruction first.
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instantiations for PhysBody and PhysShape when BSPhysObject is created
to account for them being classes and not structures.
Update TODO list.
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by reversing the sign on the recoil computation and adding a
[XEngine]RecoilScaleFactor parameter which defaults to zero.
Testing in SL seems to show that there is not a recoil action there.
Or, at least, it is very small. If someone knows how small, the default
for the scale factor should be changed.
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did the right thing for stopping (speed reducing to zero), it prevented
movement from starting (speed increasing from zero). Will revisit
when the generalize PID motor is debugged.
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Looks like the viewer bombards the server with avatar orientation
information (we're talking several hundred a second) when the avatar
is being turned or when walking. This change just reduces the number
of 'set' calls into unmanaged code.
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asymmetrical avatar capsule work now that rotation is being passed
from the simulator. Turns out the Bullet capsule is just not very
functional: it doesn't scale properly, the implementation only half
does asymmetry and, in general, is hard to work with.
Avatar shape is about what it was before these changes.
Added initial data structures for avatar shape mesh.
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will be a no-op for ODE but enables asymmetrical avatars for BulletSim.
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