| Commit message (Collapse) | Author | Age | Files | Lines |
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occurs.
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works, but the actual ban lines, etc are not done.
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caused by other usermanager usage
This should stop the regular spurious messages in the grid user console
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* SelectAABB + Radio Button Action + 'brush size' + Apply works now.
* There's something wrong with the byte for brush size that causes it to be unpredictable sometimes causing massive spikes. This appears to have always been this way, however it's more noticeable now that you can apply the effect to a selection of terrain.
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Added the two _connection.ini files to svn:ignore
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to prevent people checking in their own copies of this.
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the current NullReferenceException based one
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from doing anything useful.
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race conditions such as that in mantis #190
* Make inventory messages more verbose. Hopefully they aren't now too verbose
* This may resolve some grid instability but it's likely there's much more out there.
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* Now sending South and East cords to the terrain editor..
* No new functionality from a user perspective
* Programming wise, there's enough information to get the select based terrain editor working in an upcoming revision.
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rot * rot, vec / rot, == and != overriders for Rotations and Vectors.
Also: llRotBetween(), llGetRegionTimeDilation(). And fixing:
Error in LSL2CSConverter that botched a variable with a type name in it (ex: rotationCenter)
Fixed: Error in LSL2CSConverter that parsed which() loops incorrectly.
Fixed: Changed definition of Quaternion to <x, y, z, r> from <x, y, z, t> (As per LSL)
Finished: llEuler2Rot()
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reuse packets)
* some work on encapsulation, code convention compliance and beautification.
* also, some ignores
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circumstances.
* This allows collisions with other avatar and prim with a velocity greater then 0 to push avatar around.
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subfolders work, moving folders works.
Tested only in MYSQL, but may work in MSSQL and sqlite.
Probably not working in standalone mode.
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slowdown and not the 'catching up'.
* Used the words 'googly moogly' in code. (always wanted to do that)
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Message to confirm inventory retrieval rather than simply
relying on the absence of a not found message.
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0000188: Clean up of some AssetCache.ProcessAssetQueue() code
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from other places.
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yet except compiles a shell
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llGetAndResetTime.
Also for fixing Rot/Vector Regex from being too greedy by removing bug in the
LSL->C# converter that was causing the vector and rotation parser.
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http://127.0.0.1:8004 entry, seems that is the cause of a lot of people's inventory problems.
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inventory requests.
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* The AssetServerBase is now responsible for dequeueing, the server implementations merely recieves ProcessRequest( AssetRequest req )
* Catchall added around queue processing thread so thread won't abort on exceptions.
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calls
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Added script (add-copyright.sh) to make doing this relatively painless.
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than 1500characters can cause looping crash.
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This patch makes some enhancements to the llRemoteData functions. The
module is now a shared module, and allows remote data channels to be
created among multiple regions in the same sim. The port is controlled
from the remoteDataPort property under the [Network] section in
OpenSim.ini. If this setting is not present or = 0, the module is
disabled and no port is opened. llRemoteData commands have not effect
when module is disabled.
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looks okay, and doesn't seem to break anything. Just move around to stand up.
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* Adding namesetting to Create
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to handle starting/stopping of the typing animation.
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This patch implements the llHttpRequest function via a region module,
HttpScriptsRequest. There were bits and peices in LSLLong_cmd_handler,
which I moved into the region module, and just check for completed
requests and dispatch the http_response callback event instead.
works for me as of r2674
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llResetScript() is now functional. With this patch, Kan-script 0000003 should run.
Noted the llListen(0,"","","") errored due to "" != UUID - patched to set to
NULL_KEY which then works to listen to everything.
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object count on sim stats.
* Fixed a rare, but possible NullReferenceException
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float * vector, vector * float, vector / float, vector + vector,
vector - vector, vector * vector, vector % vector and changing
x, y, z, (and r) parts of vector and rotation to be lower case
(similar to LL's LSL vectors/rots). With these changes we should
expect to run kan-ed#1, kan-ed#2 and most of kan-ed#3.
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