| Commit message (Collapse) | Author | Age | Files | Lines |
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shouts, 'This is my sim, get out!'
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From Melanie... Thanks Melanie!
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a rootpart that isn't found. Added a way to tell if it's an attachment.
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of the key of the payer to an Explicit one.
* Fixes Mantis: #1045
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them out.
* Fix for Scene.Inventory.cs - It assumes every entity at startup is a SceneObjectGroup. (Actually, this shouldn't have compiled[!] without a warning.)
* Fix for LandManager at startup - it assumes there's a land channel when perhaps there isnt. (Bug that needs another refactor to fix. [Mike - I've assigned a ticket to you about this])
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Properties.
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* Added back a sleep to the kick routine so users get a 'you have been logged off message' when they get kicked from the simulator for various reasons (like 'the simulator is going down')
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* The split image packet sender doesn't like to be refactored (images don't load after it's been refactored), so left that as is for the moment.
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merely corrects the signature so that "not implemented" message is displayed rather than a script
compile failure
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* Linden client 1.19.1.4 appears to be happy using UDP for this request again, and Linden's own servers (1.21) don't appear to be supplying the CAPS version currently
* This should for now fix the bug where texture selection in the edit window both shows only already open textures, and later stops subsequent inventory requests from working.
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yet received data from the inventory service
* Replaced instead with the system now used by other requests where the fetch request is placed on a queue and service when the data comes in
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get close errors.
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*Moved OnSignificantClientMovement to where it is supposed to be - SceneEvents and not ScenePresence
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ironically, was disabled, though it wasn't making much difference).
* These messages keep getting confused with other problems - just going to have to try to remember to add these to stats or something so at least they don't completely disappear
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Stop .net generating ambiguous operator errors when two integers are compared for equality in LSL
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Trimesh collisions should now work relatively efficiently. BulletX plugin should now be functional - feedback would be appreciated as to how it performs vs ODE.
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for debugging purposes
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with situations seen on osgrid
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* The first time you set the sculpted texture of a prim you might have to futz with it to get it to generate a sculpted physics proxy
* Note that there are already issues in Trunk, (such as the prim scaling issue and prim jumping issue. Essentially editing is difficult right now)
* This just adds to the experimental nature of trunk. :D
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from a string to a vector in OSSL.
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Patch fixes the pesky "Cannot implicitly convert to bool" issue for function returns
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* Minor tweak to Permissions/PermissionsModule.cs
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orientation in a cube in the meshmerizer. Thanks Dahlia!
* See mantis 0001203 for more details!
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it to the prim shape.
* Added some stuff around sculpted prim meshes.. but it's just there so the project compiles now.
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permission module to follow this.
*This makes permission checking much more modular; allows restrictive and granting module to be made without modifying the existing permission module
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perms are in line with project goals.
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people seemed to think it was the cause of their issues rather then a message to help locate a situation where physics stalls for a second and then kicks.
* This was simply a message added when an avatar was added/removed from the scene.
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typedata data however it seems.
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(Thanks middlelink!)
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collision into BulletX plugin. Additional work to come in the next few days.
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Patch to schedule terse update on deselect, specifically so llTargetOmega
sets rotational velocity on deselect.
This should complete our llTargetOmega support and fix:
http://opensimulator.org/mantis/view.php?id=1178
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Introduce time dilation in scripts.
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* Eventually this codebase will be clean. >_>
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* Still more needs to be done.
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* Fixes Sculpty handling
* Fixes Light handling
* Fixes Flexi handling
* Fixes Sculpty + Flexi handling
* Fixes handling of Flexi type
* Fixes Changing prim type after changing to sculpty corrupting prim.
* Ugly code.
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* Added shell of new Python scripting engine. Similar in design to the one used by Rex, but will be structured at a region rather than object level, also is a region module.
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fix), change formatting of version information printed to the log
* Push printing down into OpenSimMain so both console and consoleless configurations will get it
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DEBUG level) rather than Console.Writeline
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