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* Make "show object part" command correctly display script status.Justin Clark-Casey (justincc)2012-10-317-35/+77
| | | | | Uses new IEntityInventory.TryGetScriptInstanceRunning() Makes it clearer that TaskInventoryItem.ScriptRunning cannot be used as it is temporary and not updated.
* Merge branch 'master' of melanie@opensimulator.org:/var/git/opensimMelanie2012-10-303-7/+21
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| * Only create a new list to check if objects have reached targets if there ↵Justin Clark-Casey (justincc)2012-10-301-5/+9
| | | | | | | | actually are any targets.
| * Log warning if mesh/sculpt asset couldn't be found by ↵Justin Clark-Casey (justincc)2012-10-301-0/+6
| | | | | | | | | | | | ODEPrim.MeshAssetReceived() callback. Presumably this is now more useful if the false positive from the old method of loading mesh assets have been eliminated.
| * Add method doc to IAssetService.Get(string, object, AssetRetrieved) ↵Justin Clark-Casey (justincc)2012-10-301-1/+5
| | | | | | | | | | | | outlining the situations in which AssetRetrieved may be called back with a null AssetBase. These situations include asset not found and remote service not responding.
| * Add asset != null check to ODEPrim.MeshAssetReceived instead of throwing ↵Justin Clark-Casey (justincc)2012-10-301-1/+1
| | | | | | | | | | | | exception. In some cases (such as failure to receive response from asset service), it is possible for a null to be returned from IAssetService.Get(string, object, AssetRetrieved).
* | Store and send the current movement animation state to a new sim on crossingMelanie2012-10-302-0/+17
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* | Add AnimState to CADUMelanie2012-10-301-0/+36
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* Make MeshAssetReceived private.Justin Clark-Casey (justincc)2012-10-301-1/+1
| | | | Keep methods private unless they need to be opened up to external callers. Reduces analysis complexity.
* correct ODEPrim.MeshAssetReveived -> MeshAssetReceivedJustin Clark-Casey (justincc)2012-10-301-3/+2
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* refactoring to use assembly:classname style of configurationSignpostMarv2012-10-292-3/+6
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* Renaming module back to SoundModule as the hypothetical plan was to make ↵SignpostMarv2012-10-292-6/+5
| | | | another module using the shared region module interface, but this was pointed out by Melanie_T to be mostly pointless.
* SianaGearz notes stop sound flag is 1 << 5, so using that for ↵SignpostMarv2012-10-291-6/+3
| | | | ISoundModule.StopSound rather than setting gain to zero
* tweaking configuration logic so that the INonSharedRegionModule will load by ↵SignpostMarv2012-10-292-4/+17
| | | | default
* documenting some params on ISoundModule methodsSignpostMarv2012-10-291-7/+16
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* refactoring llCollisionSound to use new KeyOrName methodSignpostMarv2012-10-291-10/+1
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* Refactoring llTriggerSoundLimited with a new method on ISoundModule, as the ↵SignpostMarv2012-10-293-6/+36
| | | | LL Wiki spec for llTriggerSoundLimited states an axis-aligned bounding box, not radial constraint
* fixing poorly-formatted xml doc string for Util.IsInsideBoxSignpostMarv2012-10-291-1/+1
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* refactoring llTriggerSoundLimited to not use the LSL methods, since that ↵SignpostMarv2012-10-291-2/+2
| | | | will cause unnecessary calls to m_host.AddScriptLPS(1)
* refactoring llGetPos() to take advantage of implicit converterSignpostMarv2012-10-291-2/+1
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* shifting from two instances of typecasting to one instance of typecasting in ↵SignpostMarv2012-10-291-4/+4
| | | | llTriggerSoundLimited
* 80-character width terminal formatting of recent commits to llPlaySound, ↵SignpostMarv2012-10-291-7/+15
| | | | llPlaySoundSlave, llTriggerSound and llTriggerSoundLimited
* shuffling code around so that the interface for ISoundModule.SendSound() ↵SignpostMarv2012-10-295-28/+47
| | | | specifies a UUID rather than a string
* moving SendSound from SceneObjectPart to ISoundModuleSignpostMarv2012-10-295-86/+119
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* fixing a bug in SceneObjectPart.SendSound where sounds would always come ↵SignpostMarv2012-10-291-9/+8
| | | | from the root prim rather than the source prim
* Factoring out a superfluous local variable & repeated assignment in ↵SignpostMarv2012-10-291-10/+8
| | | | SceneObjectPart.SendSound as linksets are only meant to have a single owner
* Formatting SoundModuleNonShared.LoopSound, consistent indentationSignpostMarv2012-10-291-1/+1
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* deduplicating code into a single LoopSound methodSignpostMarv2012-10-293-27/+23
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* removing superfluous lines from SceneObjectPart.SendSoundSignpostMarv2012-10-291-8/+0
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* refactoring StopSound into a private static method to skip repeating ↵SignpostMarv2012-10-291-1/+6
| | | | m_scene.TryGetSceneObjectPart
* Removing a locked iteration over SceneObjectGroup.LoopSoundSlavePrims as the ↵SignpostMarv2012-10-291-15/+0
| | | | SL Wiki spec does not state that slaves are set to match master values
* adjusting parameter order of PreloadSound to be more logicalSignpostMarv2012-10-293-4/+4
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* transposing LoopSoundMaster to Sound ModuleSignpostMarv2012-10-293-25/+50
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* transposing preload sound onto sound moduleSignpostMarv2012-10-294-32/+32
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* transposing stop sound into sound moduleSignpostMarv2012-10-293-37/+56
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* moving comment for llStopSound inside the method block prior to ↵SignpostMarv2012-10-291-1/+1
| | | | transposition to sound module
* documenting ISoundModule methods & fieldsSignpostMarv2012-10-291-0/+28
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* formatting ISoundModule prior to documentationSignpostMarv2012-10-291-2/+4
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* formatting changes to SceneObjectPart.SendSound; consistent indentationSignpostMarv2012-10-291-34/+34
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* SceneObjectPart.SendSound can exit early if a sound module was not found.SignpostMarv2012-10-291-4/+4
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* Changing the logic order in the TaskInventory iterator of ↵SignpostMarv2012-10-291-1/+1
| | | | ScenObjectPart.SendSound, since we can currently have non-unique object inventory names so we should check the asset type first.
* Replacing double-if block in SceneObjectPart.SendSound with Util.ClipSignpostMarv2012-10-291-4/+1
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* TryGetScenePresence in TriggerSound is probably meant to be using the ↵SignpostMarv2012-10-291-1/+1
| | | | ownerID, not the objectID
* swapping GetSceneObjectPart for TryGetSceneObjectPart in PlayAttachedSound ↵SignpostMarv2012-10-291-4/+4
| | | | to imply why we're doing an early return.
* stripping whitespace from ISoundModule, formatting SoundModuleNonShared.csSignpostMarv2012-10-292-4/+6
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* refactoring thisSpGain in PlayAttachedSound as it was previously using two ↵SignpostMarv2012-10-291-8/+4
| | | | typecasts in the assignment and had the assignment on a separate line to the declaration
* Factoring out an if-else block in PlayAttachedSound as it was using the ↵SignpostMarv2012-10-291-6/+6
| | | | previously hard-coded max distance value.
* making the max distance for sounds to be heard from their origin a ↵SignpostMarv2012-10-292-3/+11
| | | | configurable option exposed via a public field on ISoundModule (with private setter in the implementation)
* Converting the ISoundModule implementation from an IRegionModule to an ↵SignpostMarv2012-10-291-20/+58
| | | | INonSharedRegionModule
* Immediately setting gain to zero as a workaround for code not stopping sound ↵SignpostMarv2012-10-291-0/+1
| | | | started by llPlaySound