| Commit message (Collapse) | Author | Age | Files | Lines |
... | |
| | | |
| | | |
| | | |
| | | |
| | | | |
to change to have a parameter show up in the ini file and
command line. Will make it much easier for the next person.
|
| | | | |
|
| | | |
| | | |
| | | |
| | | | |
for more flexibility.
|
| |/ /
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
description field.
If we copy the asset description then we will only ever replicate the very first description, if there was one, not any subsequent changes.
Thanks to Oren Hurvitz of Kitely for this patch from http://opensimulator.org/mantis/view.php?id=6107
I have adapted it slightly to change the order of arguments (name before description rather than vice-versa) and slightly improve some method doc.
|
| | |
| | |
| | |
| | | |
with other monitoring code from OpenSim.Framework
|
| | |
| | |
| | |
| | | |
This better reflects the long-term purpose of that project and matches Monitoring modules.
|
| | | |
|
| | | |
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
region console "show stats" command
This aims to capture the amount of memory that OpenSim turns over whilst operating a region.
This memory is not lost - apart from leaks it is reclaimed by the garbage collector.
However, the more memory that gets turned over the more work the GC has to do to reclaim it.
|
| | |
| | |
| | |
| | |
| | | |
This is fired when all regions are ready or when at least one region becomes not ready.
Recently added EventManager.OnRegionReady becomes OnRegionReadyStatusChange to match OnLoginsEnabledStatusChange
|
|\ \ \
| |/ /
| | |
| | |
| | | |
Conflicts:
OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs
|
| | |
| | |
| | |
| | |
| | | |
There is less justification for this word arrangement (verb after noun) now that command help is categorized.
Also removes "image queues show" in favour of existing alias "show image queues".
|
| | | |
|
| | |
| | |
| | |
| | | |
since last packeted received by the simulator from a viewer.
|
| | |
| | |
| | |
| | | |
It seems that the mono 2.10.8.1 doesn't choke on this but for some reason 2.4.3 fails.
|
| | |
| | |
| | |
| | | |
start of script rather than just the script status reported by SOG.ContainsScripts()
|
| |\ \ |
|
| | | |
| | | |
| | | |
| | | | |
is given if not physical.
|
| | | | |
|
| | | | |
|
| | | |
| | | |
| | | |
| | | | |
Modify ZeroMotion() to not make tainting calls and to use new API calls.
|
| | | |
| | | |
| | | |
| | | | |
rebuilding the object each time. Makes it an O(n) operation rather than O(n\!).
|
| |/ /
| | |
| | |
| | | |
correct running status on a re-rezzed attachment
|
| | |
| | |
| | |
| | |
| | |
| | | |
justincc's original work. Sample scripts before doing so. Also refactor some
crucial common code and eliminate parameters that were only ever used with
the same constant value.
|
| | |
| | |
| | |
| | |
| | |
| | | |
When linking, detach the no longer used SOG's from backup so they can be
collected. Since their Children collection is never emptied, they prevent
their former SOPs from being collected as well.
|
| | |
| | |
| | |
| | |
| | | |
Ensure items coming off the lockless queue are released. Also ensure this
is done when the queue is cleared.
|
| | |
| | |
| | |
| | |
| | | |
As the MinHeap shrinks, free object references that have been sent. Also,
free the last item when it empties.
|
| | |
| | |
| | |
| | | |
to have and confuses the issue.
|
|\ \ \
| | |/
| |/| |
|
| | |
| | |
| | |
| | |
| | |
| | | |
justincc's original work. Sample scripts before doing so. Also refactor some
crucial common code and eliminate parameters that were only ever used with
the same constant value.
|
|\ \ \
| |/ / |
|
| | |
| | |
| | |
| | | |
if the client told us it wants to log out in the first place.
|
| | |
| | |
| | |
| | |
| | | |
while still in the scene to avoid losing important script state.
DeleteSceneObject can not be called before doing this!
|
|\ \ \
| | |/
| |/|
| | |
| | |
| | | |
Conflicts:
OpenSim/Region/ScriptEngine/Shared/Helpers.cs
prebuild.xml
|
| | |
| | |
| | |
| | | |
attempting to fix a mono compile error.
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
Physical linksets are fully functional.
Tweeking of the vehicle code to make it semi-work.
Utilize the new API2 for some setting operations.
Add GetOrientation() API call for proper reporting of children of linksets.
Changes the interface between C# and C++ code so old DLLs won't work!
|
| | |
| | |
| | |
| | | |
scene into vehicle dynamics code.
|
| | | |
|
| | |
| | |
| | |
| | | |
simple, high performance logger for high frequency logging (physics sub-operations, for instance).
|
| | |
| | |
| | |
| | | |
Cleaned up code and got rid of compile warnings.
|
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
with an ini configuration parameter.
Correct computation of relative offsets of children in a linkset.
Remove a prim from any link relationship before deleting it.
Minor code flow cleanups.
|
| | |
| | |
| | |
| | |
| | |
| | | |
return OS_NPC if an OS npc is detected.
The detection will also return agent is the NPC has been created with the OS_NPC_SENSE_AS_AGENT option.
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
use with llSensor()
This same constant will later be used with llGetDetectedType().
This constant has a different name from NPC to avoid possible conflict with future LSL changes.
This constant has a different value to try and avoid unnecessary conflict with future constants that may use the same value.
Using the 'NPC' constant with llSensor() will remain valid but is deprecated.
|
|\ \ \
| |/ / |
|
| | |
| | |
| | |
| | |
| | |
| | | |
modInvoke commands.
Thanks SignpostMarv!!!
|
| | |
| | |
| | |
| | |
| | |
| | | |
if it is a UUID. The function is osIsUUID().
Thanks SignpostMarv!
|
|\ \ \
| |/ / |
|
| | |
| | |
| | |
| | |
| | | |
while still in the scene to avoid losing important script state.
DeleteSceneObject can not be called before doing this!
|
|\ \ \
| | |/
| |/| |
|
| |\ \ |
|