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* | | Merge branch 'avination' into careminsterMelanie2012-12-1828-584/+1425
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| * | Fix locking for goodMelanie2012-12-181-3/+3
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| * | Merge branch 'ubitwork' into avinationMelanie2012-12-175-176/+250
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| | * | *TESTP unscripted sit: missing filesUbitUmarov2012-12-172-0/+6
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| | * | * TEST * unscripted sitUbitUmarov2012-12-173-176/+244
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| * | | Merge branch 'avination' of ssh://3dhosting.de/var/git/careminster into ↵Melanie2012-12-171-3/+3
| |\ \ \ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | avination Conflicts: OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
| | * | | * Fix for Prim Locking. Prior to the merge, it was just a clone of the ↵teravus2012-12-151-4/+4
| | | | | | | | | | | | | | | | | | | | root part to each of the child parts.
| * | | | Fix locking objectsMelanie2012-12-161-1/+3
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| * | | Merge branch 'ubitwork' into avinationMelanie2012-12-1420-490/+979
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| | * | right fix this time ??UbitUmarov2012-12-131-1/+1
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| | * | fix the 'fix'UbitUmarov2012-12-131-2/+2
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| | * | fix coment out code not in useUbitUmarov2012-12-131-2/+2
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| | * | FIX small avatars movement on terrain. (avatar appearance getting evenUbitUmarov2012-12-132-5/+39
| | | | | | | | | | | | | | | | more messy)
| | * | add a Check method to flotsamAssetCache, so to check if a asset is inUbitUmarov2012-12-137-20/+151
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | cache without actually loading it. Make use limited use of it in avatarfactory textures check. Also on llclientview HandleAgentTextureCached that now should work. Other asset cache modules for now will return false, so are broken. baked textures logic still unchanged. *UNTESTED*
| | * | make ubitODE ignore X and Y rotation components on avatar rotationsUbitUmarov2012-12-111-14/+37
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| | * | changes on the fast speed avatars collider, collisions from above, etcUbitUmarov2012-12-111-62/+64
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| | * | Merge branch 'avination' into ubitworkUbitUmarov2012-12-111-1/+1
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| | * | | fix let other phys plugins work.. broken when added feetOffsetUbitUmarov2012-12-113-13/+8
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| | * | | missing files remove some warnings...UbitUmarov2012-12-113-4/+3
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| | * | | missing fileUbitUmarov2012-12-111-0/+9
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| | * | | a few more changes on avatar colliderUbitUmarov2012-12-112-299/+363
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| | * | | typo fixUbitUmarov2012-12-101-2/+3
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| | * | | add velocityinterpolator packets handling but actually do nothing, sinceUbitUmarov2012-12-091-1/+27
| | | | | | | | | | | | | | | | | | | | they don't do what i was looking for.
| | * | | add some default size setting and checksUbitUmarov2012-12-073-4/+28
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| | * | | revert the use of avatar skeleton and use avatar size provided by viewers,UbitUmarov2012-12-078-313/+62
| | | | | | | | | | | | | | | | | | | | since at least for now seems good enought
| | * | | create a new ode character also with the new informationUbitUmarov2012-12-074-5/+26
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| | * | | calculate avatar size on tpsUbitUmarov2012-12-071-2/+3
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| | * | | *TEST* Use new avatar size in ubitODE.UbitUmarov2012-12-076-6/+68
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| | * | | fix regressionUbitUmarov2012-12-071-2/+2
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| | * | | *TEST* add some avatar skeleton information and use it to calculate avatarUbitUmarov2012-12-073-4/+336
| | | | | | | | | | | | | | | | | | | | height and bounding box. Change LSL acording.
| | * | | avatar collision plane send to viewer is only relative to feet. changeUbitUmarov2012-12-054-105/+85
| | | | | | | | | | | | | | | | | | | | avatar collider, just rounding the boxes, etc
| | * | | move characters (avatars) to own collision space, also fixing a problemUbitUmarov2012-12-043-14/+47
| | | | | | | | | | | | | | | | | | | | with previus code that was still assuming the avatar is g2
| | * | | raise standing avatar a bit to reduce knees bending on some collisions.UbitUmarov2012-12-041-4/+4
| | | | | | | | | | | | | | | | | | | | reduce head size a bit
| | * | | Merge branch 'avination' into ubitworkMelanie2012-12-037-108/+384
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| | * \ \ \ Merge branch 'avination' into ubitworkUbitUmarov2012-12-011-0/+3
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| | * | | | | don't zero constant force and torque in selectionUbitUmarov2012-11-241-6/+6
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| | * | | | | avoid potencial NullReferenceExceptionUbitUmarov2012-11-241-2/+5
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| * | | | | | Prevent a failed user relogi from throwing exceptions in poll servicesMelanie2012-12-142-2/+2
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| * | | | | Check database for root prim IDs only to try and get a handle on prim lossMelanie2012-12-091-1/+1
| | |_|/ / | |/| | | | | | | | | | | | | once and for all.
| * | | | *TEST* diferent avatar colliderUbitUmarov2012-12-033-103/+350
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| * | | | fix vertex rounding directionUbitUmarov2012-12-031-1/+8
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| * | | | *TEST* reduce all mesh vertices resolution to 1e-5. This reduces numberUbitUmarov2012-12-031-0/+16
| | | | | | | | | | | | | | | | | | | | of unique vertices only originated by math errors in PrimMesher
| * | | | adjust avatar standing Z positionUbitUmarov2012-12-031-5/+11
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| * | | | Add a transaction ID to the money module path for llTransferLindenDollarsMelanie2012-12-033-4/+4
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* | | | Merge branch 'master' into careminsterMelanie2012-12-188-41/+61
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| * | | Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2012-12-175-37/+28
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| | * | | BulletSim: apply friction to linear and angular motion before returning ↵Robert Adams2012-12-173-14/+2
| | | | | | | | | | | | | | | | | | | | advanced motor value. This seems to be the problem with BulletSim vehicles turning too quickly. Also removed the configuration parameter that controlled the timestep scaling kludge for angular velocity that was added to research the question of quick turning.
| | * | | BulletSim: fix vehicles going underground when unsat. Problem was that, when ↵Robert Adams2012-12-174-29/+32
| | | | | | | | | | | | | | | | | | | | doing unsit, the order of operations on the prims and the vehicle is very chaotic and not in a good order so the root prim was being left physical and thus it fell for a bit. Also changed default of velocity scaling to be closer to the movement standard.
| * | | | Extend default 1 second wait for event completion to other thread script ↵Justin Clark-Casey (justincc)2012-12-173-4/+33
| |/ / / | | | | | | | | | | | | | | | | | | | | | | | | | | | | reset (as called by llResetOtherScript()). As with script stop (via llDie()) aborting other scripts event threads, llResetOtherScript() can also abort any current event thread on another script. On mono 2.6, 2.10 and possibly later this may cause locking problems in certain code areas. This commit reuses the recently introduced [XEngine] WaitForEventCompletionOnScriptStop to make this a 1 sec timeout, rather than 0 secs.
* | | | Merge branch 'master' into careminsterMelanie2012-12-1812-129/+215
|\ \ \ \ | |/ / / | | | | | | | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs