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* make HandlerRegionHandshakeReply processing async and delay it a bit. ThisUbitUmarov2014-07-301-2/+6
| | | | | | | delays things like terrain height map sending, giving chance to completemovent to send more priority information. POssible things on this should be on other event trigger when its more apropriate really done.
* restrict other avatar sounds to parcel flags ( untested )UbitUmarov2014-07-302-19/+36
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* missing file in commit 5fe1f878372b5490304a2ad7c0a41293ae36aaa0UbitUmarov2014-07-301-1/+1
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* mute avatar collision sounds if parcel doesnt allowUbitUmarov2014-07-301-1/+19
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* changes to parcels code (still more to to)UbitUmarov2014-07-302-77/+134
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* Persist new land fields for access controlMelanie Thielker2014-07-291-2/+14
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* Correct nomenclature for LLSD messages. LL sure suckMelanie Thielker2014-07-291-4/+4
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* Try to plumb the other halfMelanie Thielker2014-07-293-0/+19
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* Send new parcel permissions to activate viewer options - done right this timeMelanie Thielker2014-07-292-14/+26
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* Add new fields to parcel updateMelanie Thielker2014-07-291-1/+11
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* Change some ORs to assignments as they should beMelanie Thielker2014-07-291-5/+5
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* fix the mess about exclusive fields and flags on land overlayUbitUmarov2014-07-292-31/+34
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* change parcel overlay bytes adding LocalSound.. changed others also NEEDSUbitUmarov2014-07-293-30/+66
| | | | checking
* dont mess with sound gain on stopUbitUmarov2014-07-271-1/+1
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* dont send packets twiceUbitUmarov2014-07-271-1/+0
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* change how sounds work. May be bad.. needs testingUbitUmarov2014-07-274-102/+66
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* remove forgotten linesUbitUmarov2014-07-271-7/+0
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* serialize sound parameters for llLoopSoundUbitUmarov2014-07-271-1/+48
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* clear script controls on crossing (untested)(possible should be doneUbitUmarov2014-07-262-0/+10
| | | | elsewhere/othe way)
* dont standup avatar on crossingUbitUmarov2014-07-261-2/+2
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* allow reset default animation to default as core doesUbitUmarov2014-07-261-1/+1
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* add queue transition code needs review/more testingUbitUmarov2014-07-251-79/+115
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* remove old and dead code that its only making it hard to understandUbitUmarov2014-07-251-287/+18
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* change previus code, send a NoEvents response back to http server, evenUbitUmarov2014-07-242-5/+1
| | | | | if we know there is no one there, so that the server finishes handling it.
* EventQueueGetModule: dont reuse queues, we dont know whats there; makeUbitUmarov2014-07-241-10/+9
| | | | | | pool silently loose requests for unknown avatars, or they will stay active until timeout after close ( possible not a big problem after not reusing queues ? )
* let BlockingQueue timeout work as its suposed to and not wait for everUbitUmarov2014-07-241-3/+2
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* revert my change of not adding physcis to a failed avatar transfer. ThisUbitUmarov2014-07-241-3/+0
| | | | may need a better fix later ( doing a stand elsewhere?)
* on transfer fail of sited avatars, only doUbitUmarov2014-07-241-2/+2
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* fix line endingUbitUmarov2014-07-241-4/+4
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* on sit use root prim camera at and eye if child as neitherUbitUmarov2014-07-231-10/+27
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* change last commit setting intransit without messing flightUbitUmarov2014-07-231-4/+4
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* do CompleteMovement with InTransit set as coreUbitUmarov2014-07-231-82/+91
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* cleanup a bit presence CheckForBorderCrossing removing dead codeUbitUmarov2014-07-231-126/+113
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* changed locations of m_originRegionID setting to where current core hasUbitUmarov2014-07-231-6/+17
| | | | | | | them. Changed avatar AbsolutePosition, it still didnt assume m_pos as relative to root prim. ( forgot to commit before) ( this sit may still have loose ends, specially around the use of OffsetPosition that is now relative to root prim and was relative to prim)
* request.DoHTTPGruntWork(..) is now identical to our version, so useUbitUmarov2014-07-231-40/+5
| | | | | those again, getting code closer to os again
* clamp avatar standup position within regionUbitUmarov2014-07-221-0/+2
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* if sited avatar cross fails, dont add it to physics and dont mess scriptsUbitUmarov2014-07-221-1/+4
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* CrossPrimGroupIntoNewRegion does keyframes and physics crossing fails, soUbitUmarov2014-07-221-91/+86
| | | | revert previus change assuming it didnt. remove a no longer needed else {}
* consider that CrossPrimGroupIntoNewRegion removes DIE_AT_EDGE andUbitUmarov2014-07-221-0/+2
| | | | RETURN_AT_EDGE from simulation
* make ResetChildPrimPhysicsPositions only do what it is supposed to do andUbitUmarov2014-07-221-1/+11
| | | | not what AbsolutePosition does
* tell scripts about positions changes after they are actually changedUbitUmarov2014-07-221-10/+18
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* dont try to cross with avatars on DIE_AT_EDGE or RETURN_AT_EDGE sogUbitUmarov2014-07-221-84/+96
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* bug fix. Child position got broken because first prim i parts array mayUbitUmarov2014-07-221-0/+5
| | | | not be the root prim
* fix HUD attachment update filter to allow avatar center etcUbitUmarov2014-07-221-2/+2
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* send updates on selected attachments as sl ( warinin if reverted then aUbitUmarov2014-07-221-3/+3
| | | | fix is needed elsewhere since the changes are never sent)
* avatar collisions fixUbitUmarov2014-07-211-51/+54
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* change presence movetotarget avoiding trying to go undergroud or fly whenUbitUmarov2014-07-211-1/+4
| | | | it can walk. ( still needs better code )
* change ava to ava collisions a bitUbitUmarov2014-07-211-30/+42
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* bug fixUbitUmarov2014-07-211-4/+5
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* Remove extremely spammy error message that isn't an actual error - userMelanie Thielker2014-07-201-5/+5
| | | | | ids queried may not exist, since LSL can use this as well, with arbitrary ids