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* | | | Merge commit '3ccb58c05c0a11fb4cff0f3adf90ca29d67b0c8b' into bigmerge | Melanie | 2011-10-11 | 2 | -9/+18 | |
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| * | | Fix failure to teleport when an agent is lured on the same sim (and probably ↵ | Justin Clark-Casey (justincc) | 2011-09-22 | 2 | -9/+18 | |
| | | | | | | | | | | | | | | | | | | | | | | | | | | | in neighbouring sims) with HG lure active It turns out that the HG lure module was setting up a pending lure when it intercepted the instant message on its way out to the target avatar. However, an IM would only be sent if the user was remote, so it would not be set up for users on the same sim or in an immediate neighbour. We fix this by adding the pending lure when the message goes out and ignoring a duplicate pending lure add if it goes to out via IM. Hopefully addresses http://opensimulator.org/mantis/view.php?id=5690 | |||||
* | | | Merge commit '28a482a7ee2cebab1aa720477af175d7e26d702e' into bigmerge | Melanie | 2011-10-11 | 0 | -0/+0 | |
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| * | | Merge branch 'master' of ssh://opensimulator.org/var/git/opensim | Dan Lake | 2011-09-21 | 12 | -90/+28 | |
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* | | | Merge commit '2c0bb8118db0b91c14783c2e2a401725e88aa650' into bigmerge | Melanie | 2011-10-11 | 1 | -5/+5 | |
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| * | | Commented out new debug statements in ScenePresence | Dan Lake | 2011-09-21 | 1 | -5/+5 | |
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* | | | Merge commit 'd358125cac4e01194dae4b1f0bc9afc87e463f76' into bigmerge | Melanie | 2011-10-11 | 12 | -90/+28 | |
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| * | | Reinstate option to land an npc when it reaches a target. | Justin Clark-Casey (justincc) | 2011-09-22 | 12 | -90/+28 | |
| |/ | | | | | | | This is moved into ScenePresence for now as a general facility | |||||
* | | Merge commit '241e07d006fad1b54e088d8a9ddede0b98a1e800' into bigmerge | Melanie | 2011-10-11 | 3 | -2/+203 | |
|\ \ | |/ | | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/Scene.cs | |||||
| * | Move code which handles NPC movement into Scene so that this can also be ↵ | Justin Clark-Casey (justincc) | 2011-09-21 | 3 | -1/+203 | |
| | | | | | | | | | | | | | | | | used by Autopilot coming from the client side. I thought that I had implemented this but must have accidentally removed it. Adds a regression test to detect if this happens again. Temporarily disables automatic landing of NPC at a target. Will be fixed presently. | |||||
* | | Merge commit 'f9438e7147bbb347a45b14126fa7181307f8ef43' into bigmerge | Melanie | 2011-10-11 | 1 | -8/+0 | |
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| * | Remove unused and never set SP.PreviousRotation | Justin Clark-Casey (justincc) | 2011-09-21 | 1 | -8/+0 | |
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* | | Merge commit '572b680cb01a856f860b1e3fb40a7153a36113f2' into bigmerge | Melanie | 2011-10-11 | 0 | -0/+0 | |
|\ \ | |/ | | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/ScenePresence.cs | |||||
| * | get rid of an incredibly noisy logging message from the last commit | Justin Clark-Casey (justincc) | 2011-09-21 | 1 | -1/+1 | |
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* | | Merge commit 'c9c40343afb313ee6999c6dfb2663fb06bfac407' into bigmerge | Melanie | 2011-10-11 | 0 | -0/+0 | |
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| * | Merge branch 'master' of ssh://opensimulator.org/var/git/opensim | Justin Clark-Casey (justincc) | 2011-09-21 | 2 | -12/+18 | |
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* | \ | Merge commit '8159fd7110459246ff61a41800899f5d854eceee' into bigmerge | Melanie | 2011-10-11 | 3 | -5/+110 | |
|\ \ \ | |/ / | | | | | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/ScenePresence.cs | |||||
| * | | When calling osNpcMoveTo(), rotate the avatar in the direction of travel. | Justin Clark-Casey (justincc) | 2011-09-21 | 3 | -6/+115 | |
| | | | | | | | | | | | | | | | | | | | | | This stops the npc walking backwards if the target is directly behind. This means that the npc no longer returns to its original rotation once movement has finished. If you want this behaviour, please store and reset the original rotation after movement. This is somewhat to address http://opensimulator.org/mantis/view.php?id=5678 | |||||
* | | | Merge commit '7ec7a3cf33b3a67cb10df14bad04cf6f09262822' into bigmerge | Melanie | 2011-10-11 | 1 | -2/+4 | |
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| * | | Null simulation data must return a non-null region settings or other parts ↵ | Dan Lake | 2011-09-20 | 1 | -2/+4 | |
| | | | | | | | | | | | | of the simulator expect | |||||
* | | | Merge commit '7829b7a6019454b8e83497456bea81539c9a4234' into bigmerge | Melanie | 2011-10-11 | 0 | -0/+0 | |
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| * | | Merge branch 'master' of ssh://opensimulator.org/var/git/opensim | Dan Lake | 2011-09-20 | 3 | -66/+0 | |
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* | | | Merge commit 'fa9291512aabbe72cb6b1b0b7a9af79d9b05d253' into bigmerge | Melanie | 2011-10-11 | 1 | -9/+13 | |
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| * | | Make debug statements in ScenePresence consistent and add a few more | Dan Lake | 2011-09-20 | 1 | -10/+14 | |
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* | | | Merge commit 'aadf7dd91cdeb98b48cd81c5db06481593aff993' into bigmerge | Melanie | 2011-10-11 | 3 | -66/+0 | |
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| * | | Remove vestigal OpenSim.Data mono addins extension points that don't look ↵ | Justin Clark-Casey (justincc) | 2011-09-20 | 3 | -66/+0 | |
| |/ | | | | | | | like they've been active for at least 2 and a half years | |||||
* | | Merge commit '1e798136c3458b8255fcb6341713bf9dbb689f4b' into bigmerge | Melanie | 2011-10-11 | 1 | -2/+2 | |
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| * | adjust some whitespace to trigger another build, to check the last failure ↵ | Justin Clark-Casey (justincc) | 2011-09-17 | 1 | -2/+2 | |
| | | | | | | | | was just a glitch | |||||
* | | Merge commit '27af016381f2f4aaa8cda99ce7f029980bf8ea76' into bigmerge | Melanie | 2011-10-11 | 1 | -0/+2 | |
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| * | Add BulletSim physics option details to OpenSim.ini.example. Marked as in ↵ | Justin Clark-Casey (justincc) | 2011-09-17 | 1 | -0/+2 | |
| | | | | | | | | development and experimental. | |||||
* | | Merge commit 'f95033812402aaf31a9f2f66c946165d2d79669f' into bigmerge | Melanie | 2011-10-11 | 11 | -7086/+1 | |
|\ \ | |/ | | | | | | | | | | | Conflicts: OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs prebuild.xml | |||||
| * | Remove old bullet DotNET and X libraries in preparation for BulletS | Justin Clark-Casey (justincc) | 2011-09-17 | 11 | -7087/+1 | |
| | | | | | | | | | | These weren't working properly anyway. You will need to rerun prebuild.sh/.bat after this commit, and maybe "nant clean" as well. | |||||
* | | Merge commit '6f69ab3bcb932589f102c16b718e7f8964d2c8eb' into bigmerge | Melanie | 2011-10-11 | 1 | -0/+6 | |
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| * | Add back BulletSPlugin.dll.config that I somehow managed to delete today in ↵ | Justin Clark-Casey (justincc) | 2011-09-17 | 1 | -0/+6 | |
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* | | Merge commit '385c4a210deb63c25f082ab8a3f0c63c7bff8fb5' into bigmerge | Melanie | 2011-10-11 | 2 | -1/+7 | |
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| * | On setting a new avatar appearance, if height hasn't changed then don't set ↵ | Justin Clark-Casey (justincc) | 2011-09-17 | 2 | -1/+7 | |
| | | | | | | | | | | | | that same height in ScenePresence. This prevents unnecessary work in the ODE module, though possibly that should be checking against same size sets itself | |||||
* | | Merge commit '744602f6d170373882cb31155c8c899b43a5339e' into bigmerge | Melanie | 2011-10-11 | 1 | -1/+1 | |
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| * | Revert "uncomment Standalone config in OpenSim.ini.example." | Justin Clark-Casey (justincc) | 2011-09-17 | 1 | -1/+1 | |
| | | | | | | | | | | | | | | This reverts commit 44a491f36bbe2094634e356591381c90f87e2125. This makes packaging OpenSim slightly easier but then generates a FriendsConnector error if naively used after compilation. So let's revert to stick with the "DataStore" error for now - at least that's a known error. | |||||
* | | Merge commit '6f542f73d4aacc0b92c2ebcff84b4ce2c8d9433b' into bigmerge | Melanie | 2011-10-11 | 2 | -6/+23 | |
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| * | Stop the avatar stalling on its first boarder cross when using the ODE plugin | Justin Clark-Casey (justincc) | 2011-09-16 | 2 | -6/+23 | |
| | | | | | | | | | | | | When upgrading the previously child agent to a root, the code was setting the Size parameter on the ODECharacter PhysicsActor. This in turn reset Velocity, which cause the border stall. I'm fixing this by commenting out the Velocity = Vector3.Zero lines since they don't appear to play a useful purpose | |||||
* | | Merge commit 'adfe713b4340771eee15371dd1216527b5662545' into bigmerge | Melanie | 2011-10-11 | 1 | -0/+4 | |
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| * | minor: I was wrong about OffsetPosition - sometimes it genuinely does return ↵ | Justin Clark-Casey (justincc) | 2011-09-16 | 1 | -0/+4 | |
| | | | | | | | | | | | | offset position! Add method doc to explain this. | |||||
* | | Merge commit 'b2356340d22578143af2daab979ea4633faa93dc' into bigmerge | Melanie | 2011-10-11 | 4 | -7/+24 | |
|\ \ | |/ | | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/ScenePresence.cs | |||||
| * | Remove setter from SP.OffsetPosition, since all sets should flow through ↵ | Justin Clark-Casey (justincc) | 2011-09-16 | 2 | -5/+23 | |
| | | | | | | | | | | | | SP.AbsolutePosition OffsetPosition is also misnamed - it returns the absolute position and never contains an offset. | |||||
* | | Merge commit 'c38b25a1d21540fd5be4ae438b38ab67ba88d166' into bigmerge | Melanie | 2011-10-11 | 1 | -6/+94 | |
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| * | Fix base_hair.dat to actually contain the base hair asset rather than base ↵ | Justin Clark-Casey (justincc) | 2011-09-16 | 1 | -6/+94 | |
| | | | | | | | | | | | | | | | | eyes by mistake. I must have had it cached last night. This now makes completely fresh avatar setups appear properly (remember to wipe viewer cache and server cache as well as database). As a bonus, eyes now appear by default too! | |||||
* | | Merge commit 'c695e23dd9474e31b031e4d1f57b23aba386145a' into bigmerge | Melanie | 2011-10-11 | 0 | -0/+0 | |
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| * | Merge branch 'master' of ssh://opensimulator.org/var/git/opensim | Justin Clark-Casey (justincc) | 2011-09-16 | 3 | -7/+3 | |
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* | \ | Merge commit '903d5c02cb372af3fef5884d95312110229fbc1e' into bigmerge | Melanie | 2011-10-11 | 1 | -91/+88 | |
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| * | | Updated some variables to be closer to the coding standards (and easier to ↵ | Kevin Houlihan | 2011-09-16 | 1 | -91/+88 | |
| | | | | | | | | | | | | | | | | | | | | | understand). There were a few variables in LocalConsole with single character names, and the class fields did not use the m_ prefix. I also removed a redundant variable, h. It was being set to 1 in a couple of places, and incremented in another, but never actually used. |