| Commit message (Collapse) | Author | Age | Files | Lines |
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easier to extract and inspect the script's asset via "dump asset"
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the terrain. Users can sure find some interesting corner conditions.
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setting properties after the destroy character taint.
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properties after the destroy object taint has happened.
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than ground level. This makes boats float at water level better but not perfectly. There probably needs to be some interaction between HOVER and LIMIT_MOTOR_UP.
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dumping of physical vehicle parameters (out of Bullet) on each
simulation step and to optionally scale vehicle angular velocity
by the time step. The latter looks to be part of a difference
between angular parameters for ODE and BulletSim. SL docs say
angular velocity is measured in radians/timeScale. Not sure if this
is different than what ODE does.
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single prim vehicles not working (the surf board now zooms).
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BSDynamics to make velocity vs force calculation clearer.
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While fixing the above, add methods to physical body and shape pointer
wrapper so routines won't have to know that IntPtr.Zero means no
physical instance.
Fix problem with physical linksets failing after a few sits and
unsits by properly restoring child prom positions for compound
linksets after multiple selection and deselections.
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restore a child's position in the world based on its position in the moved linkset).
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copied in the process of being gathered their UUID, but not all. Specifically, terminal assets like textures aren't copied. We have to go one more time through the ids.
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in, to avoid race conditions on the client.
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We do this in OpenSim.exe to hide output when unmanaged dll are scanned by mono addins. Libomv has hard-coded path to "." for the openjpeg libraries, causing output to the console when they are scanned. We will cover this up for now, then look at getting libomv to look for the libs outside the "." later.
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Inventory transfers: don't do async on asset transfers or now.
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Restrict IPresenceData.VerifyAgent to only return bool result
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Linkset.MakeStatic() after call to ForceActivationState2() since linkset might change activation state. Make BSPrim.CreateGeomAndObject public as linkset rebuilding might need access to it. Only rebuild prim if selection state is actually changes -- OpenSimulator calls PhysObject.Selected() multiple times whenever a prim is selected or deselected.
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caused the native shapes to be rebuilt when not necessary.
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to nominate a non-root destination folder.
This is in relation to http://opensimulator.org/mantis/view.php?id=6311
This is after further analysis which shows the viewer expects the server to move the folder for #RLV give but then should be renaming the folder itself.
For some reason this is not happening, possibly because we are not sending BulkUpdates or because we are not using transaction IDs properly.
This needs to be fixed in the future.
However, moving the folder even if the rename isn't correctly triggered in the viewer seems preferable to disabling this code altogether.
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Removed some white space in a line, looking to trigger a build
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Had moved the class to a different namespace but failed to add the reference
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unknown maybe due to timeout. mantis #6450
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Conflicts:
OpenSim/Server/Base/ServicesServerBase.cs
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Move PluginManager out to OpenSimFramework for general use
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Plugin may be enabled and disabled on the fly.
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Rebuild registry if loading from a local dll to give access to the addin data for it on the first pass.
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Conflicts:
OpenSim/Server/ServerMain.cs
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This is working - more testing to follow, then soem documentation
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We can provide modular ini for connectors...
look for our configuration in the following places...
1) in the default ini/-inifile
2) in the named file (ConfigName) located in the configured directory
(see Robust[.HG].ini [Start] section for ConfigDirectory)
3) in the repository named in the connector (ConfigURL)
In this case, the file will be written into the configured
directory with the specified
See example connector/service @ https://github.com/BlueWall/SlipStream
for testing.
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Conflicts:
OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs
OpenSim/Region/Framework/Scenes/Scene.cs
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linearMotorUp and related vehicle forces.
Fixed problems with downward vehicle position correction forces being too large.
Add vehicle collision flag so can sense whether vehicle is on the ground.
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uncomment the detail logging when changing the depth of logged info.
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