Commit message (Collapse) | Author | Age | Files | Lines | ||
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* | fixing a bug in SceneObjectPart.SendSound where sounds would always come ↵ | SignpostMarv | 2012-10-29 | 1 | -9/+8 | |
| | | | | from the root prim rather than the source prim | |||||
* | Factoring out a superfluous local variable & repeated assignment in ↵ | SignpostMarv | 2012-10-29 | 1 | -10/+8 | |
| | | | | SceneObjectPart.SendSound as linksets are only meant to have a single owner | |||||
* | Formatting SoundModuleNonShared.LoopSound, consistent indentation | SignpostMarv | 2012-10-29 | 1 | -1/+1 | |
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* | deduplicating code into a single LoopSound method | SignpostMarv | 2012-10-29 | 3 | -27/+23 | |
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* | removing superfluous lines from SceneObjectPart.SendSound | SignpostMarv | 2012-10-29 | 1 | -8/+0 | |
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* | refactoring StopSound into a private static method to skip repeating ↵ | SignpostMarv | 2012-10-29 | 1 | -1/+6 | |
| | | | | m_scene.TryGetSceneObjectPart | |||||
* | Removing a locked iteration over SceneObjectGroup.LoopSoundSlavePrims as the ↵ | SignpostMarv | 2012-10-29 | 1 | -15/+0 | |
| | | | | SL Wiki spec does not state that slaves are set to match master values | |||||
* | adjusting parameter order of PreloadSound to be more logical | SignpostMarv | 2012-10-29 | 3 | -4/+4 | |
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* | transposing LoopSoundMaster to Sound Module | SignpostMarv | 2012-10-29 | 3 | -25/+50 | |
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* | transposing preload sound onto sound module | SignpostMarv | 2012-10-29 | 4 | -32/+32 | |
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* | transposing stop sound into sound module | SignpostMarv | 2012-10-29 | 3 | -37/+56 | |
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* | moving comment for llStopSound inside the method block prior to ↵ | SignpostMarv | 2012-10-29 | 1 | -1/+1 | |
| | | | | transposition to sound module | |||||
* | documenting ISoundModule methods & fields | SignpostMarv | 2012-10-29 | 1 | -0/+28 | |
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* | formatting ISoundModule prior to documentation | SignpostMarv | 2012-10-29 | 1 | -2/+4 | |
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* | formatting changes to SceneObjectPart.SendSound; consistent indentation | SignpostMarv | 2012-10-29 | 1 | -34/+34 | |
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* | SceneObjectPart.SendSound can exit early if a sound module was not found. | SignpostMarv | 2012-10-29 | 1 | -4/+4 | |
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* | Changing the logic order in the TaskInventory iterator of ↵ | SignpostMarv | 2012-10-29 | 1 | -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.Clip | SignpostMarv | 2012-10-29 | 1 | -4/+1 | |
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* | TryGetScenePresence in TriggerSound is probably meant to be using the ↵ | SignpostMarv | 2012-10-29 | 1 | -1/+1 | |
| | | | | ownerID, not the objectID | |||||
* | swapping GetSceneObjectPart for TryGetSceneObjectPart in PlayAttachedSound ↵ | SignpostMarv | 2012-10-29 | 1 | -4/+4 | |
| | | | | to imply why we're doing an early return. | |||||
* | stripping whitespace from ISoundModule, formatting SoundModuleNonShared.cs | SignpostMarv | 2012-10-29 | 2 | -4/+6 | |
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* | refactoring thisSpGain in PlayAttachedSound as it was previously using two ↵ | SignpostMarv | 2012-10-29 | 1 | -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 ↵ | SignpostMarv | 2012-10-29 | 1 | -6/+6 | |
| | | | | previously hard-coded max distance value. | |||||
* | making the max distance for sounds to be heard from their origin a ↵ | SignpostMarv | 2012-10-29 | 2 | -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 ↵ | SignpostMarv | 2012-10-29 | 1 | -20/+58 | |
| | | | | INonSharedRegionModule | |||||
* | Immediately setting gain to zero as a workaround for code not stopping sound ↵ | SignpostMarv | 2012-10-29 | 1 | -0/+1 | |
| | | | | started by llPlaySound | |||||
* | Fix memory leak where removing an NPC did not remove its circuits. | Justin Clark-Casey (justincc) | 2012-10-29 | 3 | -3/+15 | |
| | | | | | | This was because we were removing by circuitcode where NPCs have no code. Now removing by agent ID instead. This commit also fixes the "show circuits" console command to work properly where the circuit has no associated IP address. | |||||
* | Merge branch 'master' of ssh://opensimulator.org/var/git/opensim | Justin Clark-Casey (justincc) | 2012-10-29 | 1 | -2/+5 | |
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| * | Deep copy the collection of at_target objects so it can't be modified while | Melanie | 2012-10-28 | 1 | -2/+5 | |
| | | | | | | | | it's being iterated | |||||
* | | Add "force gc" region console command which manually invokes garbage collection. | Justin Clark-Casey (justincc) | 2012-10-29 | 2 | -1/+13 | |
|/ | | | | For debugging purposes. | |||||
* | minor: Fix verbose IAR save message to make it a bit clearer that item data ↵ | Justin Clark-Casey (justincc) | 2012-10-27 | 1 | -1/+1 | |
| | | | | is being saved at that point, not asset data. | |||||
* | Merge branch 'master' of ssh://opensimulator.org/var/git/opensim | Justin Clark-Casey (justincc) | 2012-10-26 | 2 | -6/+8 | |
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| * | Separate LSL's notion of the default anim from the actually playing anims. | Melanie | 2012-10-26 | 2 | -5/+7 | |
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| * | Revert "Fix for Mantis 0006376: Avatar no longer show Walking animation when ↵ | Melanie | 2012-10-26 | 1 | -1/+1 | |
| | | | | | | | | | | | | any AO hud is" This reverts commit fa484c3494a7190b4d7526094347be74d091e125. | |||||
* | | Fix "save iar" hanging permanently if the asset request phase times out. | Justin Clark-Casey (justincc) | 2012-10-26 | 4 | -14/+33 | |
|/ | | | | | | | | Unlike "save oar", this was happening on the same thread as the original request. The timeout happens on another so the original thread is never aborted. On "save oar" this leaves the thread hanging (still bad) but on "save iar" it left the console thread hanging. Temporary fix is to make "save iar" do asset request on a separate thread, like "save oar". Longer term fix will be to restructure asset save to use a ManualResetEvent rather than a separate timeout timer. | |||||
* | minor: Make the error thrown logged when a simulator in grid mode is trying ↵ | Justin Clark-Casey (justincc) | 2012-10-26 | 1 | -1/+1 | |
| | | | | to set estate owner to a user that doesn't exist a little more obvious. | |||||
* | refactoring IWorldCommListenerInfo.GetRegexBitfield() method to be a field ↵ | SignpostMarv | 2012-10-26 | 2 | -14/+9 | |
| | | | | with a private setter | |||||
* | adding ability for listeners to be filtered by regular expressions and a ↵ | SignpostMarv | 2012-10-26 | 6 | -19/+242 | |
| | | | | general-purpose function to see if a given string matches a given regex | |||||
* | Formatting and casing correction in WorldCommModule, trailing new line in ↵ | SignpostMarv | 2012-10-26 | 3 | -5/+5 | |
| | | | | OSSL to get git diff to not complain | |||||
* | minor: Add comment as to why we are pulcking plain old ints out of the ↵ | Justin Clark-Casey (justincc) | 2012-10-26 | 1 | -0/+2 | |
| | | | | LSL_List when converting values from LSL for modInvoke() | |||||
* | Removing the apparently superfluous explicit namespace reference so that the ↵ | SignpostMarv | 2012-10-26 | 1 | -8/+2 | |
| | | | | if-else-if-else block in ConvertFromLSL can have a consistent appearance | |||||
* | system ints can end up in LSL lists, which can cause counter-intuitive ↵ | SignpostMarv | 2012-10-26 | 1 | -0/+2 | |
| | | | | unknown list element type errors in ConvertFromLSL (via modInvoke) | |||||
* | Comment out InventoryTransferModule.NeedSceneCacheClear() and invocations ↵ | Justin Clark-Casey (justincc) | 2012-10-26 | 3 | -103/+106 | |
| | | | | | | since the call itself does nothing and the return value is ignored by all callers. This is a very old method (+4 years) so is probably confusing code cruft. | |||||
* | Fixed saving non-square multi-region OARs | Oren Hurvitz | 2012-10-26 | 1 | -1/+1 | |
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* | minor: if a scene is already shutting down on Scene.Close(), warn and exit ↵ | Justin Clark-Casey (justincc) | 2012-10-25 | 1 | -0/+6 | |
| | | | | | | instead of attempting to run another shutdown concurrently. Thanks to Oren Hurvitz for this change. | |||||
* | Changed "course" to "coarse" in several places | Oren Hurvitz | 2012-10-25 | 3 | -18/+18 | |
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* | Changed duplicate Asset ID's to unique ID's in CollisionSoundsAssetSet.xml | Oren Hurvitz | 2012-10-25 | 1 | -6/+6 | |
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* | Merge branch 'master' of ssh://opensimulator.org/var/git/opensim | Justin Clark-Casey (justincc) | 2012-10-25 | 1 | -1/+1 | |
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| * | Fix for Mantis 0006376: Avatar no longer show Walking animation when any AO ↵ | nebadon | 2012-10-25 | 1 | -1/+1 | |
| | | | | | | | | | | | | hud is loaded. Thank you tglion | |||||
* | | In Scene.Close(), dispose of the physics scene after base.Close() since ↵ | Justin Clark-Casey (justincc) | 2012-10-25 | 2 | -6/+25 | |
|/ | | | | | | | | script events can still access Physics scene until the script engine shuts down (triggered off base.Close()) XEngine listeners to EventManager.OnShutdown which is triggered from base.Close(). Possibly it could listen for the earlier OnSceneShuttingDown instead, but the easier solution right now is to relocate disposal of the physics scene. This bug has existed since c150320 (Thu Jul 26 15:27:18 2012) and was in 0.7.4 |