| Commit message (Collapse) | Author | Age | Files | Lines |
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prim object load.
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exception happens inside global exception handler
Added InnerException to output
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No, I don't need to. I'm good, my code never fails!
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can get rid of that annoying startup crash...
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hence always retuning false on GenericObjectPermission.
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* It's a known fact that the greater the friction the more computationally intensive a physics simulation with it is....
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* Set the avatar's radius to 0.37m, I think this gives the *best* balance between spaces the avatar can fit, and the ability to climb steps
* Fixed a few things
* Tweaked some more
* Played with gravity (-9.8m/s)
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events can use llDetect*-commands to find information about event.
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before this'll do anything. Be careful with this function as it's easy to loose prim.
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* added SetOwnerId that... sets.. OwnerId... on all parts.
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* An example changed event syntax is at: http://opensimulator.org/wiki/Changed_Event_Example
* You can use this to trigger actions in your script if someone sits on your object_rez
* You can use this to figure out all of the CHANGED_ constants except for CHANGED_REGION, CHANGED_TELEPORT, and CHANGED_ALLOW_DROP
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move the prim and then stand up!
* Enter llSetPos elevators and conveyors n' stuff.!
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* Remove some mysql verbosity
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elevated with positive or negative values
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region again without breakage
* This includes their inventories
* Also, this revision properly synchronizes prim inventory crud.
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* Fixed a bunch of goofy math for calculating the sim stats counters
* Made most of the sim stats counters additive so it's easy to change the sim stats interval
* Changed the sim stats send interval to 3 seconds
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* This means that you can take an object from a region and rez it somewhere else, with its inventory intact.
* As for earlier, at this stage only scripts can be placed in inventory
* This isn't an efficient implementation, a better one will probably need to come along soonish
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(libsl PermissionMask)
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network accounting required it... with it being the lowest updated stat.
* Time dilation is off now.. because it's the additive of the 0.91 * 10 (adds a second) / 5( the number of seconds since the last update) which results in 0.41td as common
* Slowing down the network accounting update will probably fix the red issue.
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on accessing AckList
* introduced __TryGetValue__ (learn to love it!) instead of ugly ifs and catch
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accurate.
* We're only missing, the script related sim stats counters and the Images time counter and the Pending Uploads counter. The rest of them are actually implemented now.
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SimStatsReporter
* This doesn't take into account the throttler, it just assumes the throttle limit isn't reached.
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over and over again instead of creating 1 a second.
* Added frame Milliseconds, Physics Milliseconds and Other Milliseconds to the Sim Stats Reporter so we can start to figure out what the slowdowns are. (these were the most convenient to get and had just about no overhead.
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* Apologies, any sqlite databases created between r3069 and this change will now contain unfindable assets.
* But sqlite asset databases used previous to r3069 will now work again.
* This change may have been done on purpose, so it's not impossible it will be re-reverted
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* updated disclaimer
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(Slowly getting there)
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* Linkset status is now persistent
* Tweaked a physics child prim positioning hack to generate less database saves
* Re-factored physics object creation calls into ApplyPhysics. To create a new physics representation of an object or linkset, it's only necessary to call *group*.ApplyPhysics(bool m_physicalPrim). *lbsa has been waiting for this refactoring*
* We have collidable linksets now. (they don't become phantom anymore)
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* Cleaned up copyright notices in AssemblyInfo.cs's
* Added Copyright headers to a bunch of files missing them
* Replaced several common string instances with a static constant to prevent reallocation of the same strings thousands of times. "" -> String.Empty is the first such candidate.
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to support LLVector3, LLQuaternion and LLUUID
* Added PrimitiveBaseShapeTableMapper to show how it's done
NOTE: Nothing actually works yet - this code should be considered more of educational value until it's all wired together
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were just having on IRC. Thanks to Grumly57 for helping to sort
this out.
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all allong
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* There will be bugs, you can count on that. To avoid them, set the linksets phantom
* After region restart, the linksets restore in a non collidable state.
* Linksets can but shouldn't be made physical with the physical checkbox or when you unlink them, they tend to explode.
* After creating a linkset, you have to move the linkset or set it phantom and not phantom for it to become collidable.
* There's a few ParentGroup references that need to be refactored.
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