| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
|
|
|
| |
other side now, assuming the region on the other side has physical prim enabled.
|
|
|
|
|
|
|
|
|
|
|
| |
** Sending the actual TimeDilation to the client now instead of the 62455 constant. The client is *supposed* to use that value to sync with the simulator. (actually sending ushort.maxvalue * TimeDilation)
** Disabling prim that inter-penetrate instead of just not attaching a joint
** Reduced prim spin a 'little' bit, but not *enough*
** Tweaked the TimeDilation algorithm to be closer to 1.0 by default and various changes to the sim stats reporter
** Created a .SetValues method to PhysicsVector so we can simply call the setvalues function instead of .x, .y, .z sets.
** Experimented with a .GetBytes Method on PhysicsActor to be able to use the LLVector3.FromBytes() method.
** Upped the Inter-penetration depth to 0.25 instead of .08.
|
|
|
|
|
|
| |
previous OpenSim behavior.
|
|
|
|
| |
object in ODE and you delete the object. The script is still running and trying to add force, but the object reference is null.
|
|
|
|
|
| |
* In ODE, disposing of all of the ODE objects and the ODE World to reclaim memory when the simulator restarts.
|
|
|
|
| |
never occurs anyway
|
| |
|
| |
|
|
|
|
|
|
|
| |
OpenSim/Framework/Data.MySQL/Resources/AvatarAppearance.sql as described in share/sql/mysql_README.txt
Thanks dmiles_afk
|
|
|
|
|
|
|
|
| |
appearance persistence needs to set new params for it (check OpenSim.ini.example)
New keys "appearance_persist" and "appearance_connection_string" are now under [Startup].
* Reorganized OpenSim.ini slightly
|
| |
|
|
|
|
| |
taking me in the number of commits)
|
| |
|
| |
|
| |
|
|
|
|
|
| |
* temporary re-introduced the weird 'flip-back' behaviour, but debugging it; will remove it if I don't find anything.
|
|
|
|
|
|
|
|
|
| |
Here is a patch for Revision 3380. This patch adds the feature of loading
XML prim specification via XML-RPC call on a given island. Call with
Islandname and XMLPrim Filename.
|
|
|
|
|
|
|
|
|
|
| |
these two patches fixe the terrain load exception that occurs when
restarting OpenSim on PPC32 by making terrain loading endian clean.
it does NOT fix the client crash exception. need to hunt that one down.
|
|
|
|
| |
OpenSim starts
|
|
|
|
|
|
| |
* Turned on see_into_this_sim_from_neighbor by default.
* Fix Race Condition with parts being added to a group while the simulator is starting up.
|
|
|
|
|
| |
* Backup your database just in case.
|
| |
|
| |
|
| |
|
|
|
|
|
| |
"state default;" rewrite to "state ("default");"
|
| |
|
|
|
|
|
|
| |
Replaced (?<s1>(?![a-zA-Z_]+)\s*)" + @"([a-zA-Z_]+)(?<s2>[^a-zA-Z_\(\)]*){ with (?<s1>(?![a-zA-Z_]+)\s*)" + @"(state\s+)?([a-zA-Z_]+)(?<s2>[^a-zA-Z_\(\)]*){
Lets see what happens now... :)
|
|
|
|
| |
<0,0,0,0> Quaternion and Vector
|
|
|
|
| |
methods. Added LIST_STAT_HARMONIC_MEAN in addition to LL's LIST_STAT_*
|
|
|
|
| |
bitmasking error of the objectflags! It's still a little bit wonky when you check the checkbox, however it 'takes' and doesn't break anything.
|
|
|
|
|
|
|
|
| |
Added experimental console command to:
* unload module (note: module probably doesn't support it)
* load module
Not visible in help (needs testing first).
|
| |
|
|
|
|
| |
RegionFlags are currently implemented within EstateSettings, thus this is always 0.
|
| |
|
|
|
|
|
|
|
| |
Add scene-debug command to Enable/Disable scripting,
collision, and physics from console.
|
|
|
|
|
|
|
|
| |
in ClientView
* Changed some uint constants to Enum values
|
|
|
|
| |
It might be smarter to just rebuild the whole objectflags before sending it to the client >.<
|
|
|
|
|
|
|
|
|
|
| |
** Created SendFullUpdateToAllClientsExcept(LLUUID) so that permission updates /appear/ to apply immediately
** Separated out the ObjectFlags and the Permission Flags. They're related but not the same
** Added a hack routine to add *back* the objectflags to the client flags because the client hates the way we're doing object permissions
** Updated the clientflags routine to properly tell the client when they can't edit admin objects (objects owned by the sim administrator) even when they're an estate manager(why? >.< argh!)
** Fixed a null sim administrator/estate manager/user from causing permissions to return false even when it should return true.
** Re-added ObjectModify hack to allow collaboration with the allow anyone to move checkbox until we get group permissions done.
|
| |
|
| |
|
| |
|
|
|
|
| |
think first transfer of asset should start faster.
|
|
|
|
| |
be sent.
|
| |
|
| |
|
|
|
|
|
|
|
|
| |
'show assets' shows the current state of the asset cache (number of cached assets, requests, et c)
'clear-assets' forcibly re-initializes the asset cache thereby freeing all cached items.
'clear-assets' is not to be used lightly, as it probably introduces mem inconsistencies and doubling up of textures.
|
| |
|
|
|
|
| |
raise land)
|
|
|
|
|
|
| |
* Made Estate tools work for estate managers without needing to request admin status First
* Added code to make the Simulator version to be reported in the About box of the client
|