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* Replace the 64 bit macosx version of libopenjpeg-dotnet.dylib with a 32-bit ↵Justin Clark-Casey (justincc)2012-11-011-0/+0
| | | | | | | | version from libopenmetaverse commit 3731ee4 This is because macosx mono is 32-bit and this can't p/invoke 64-bit binaries. However, the reverse is also true. If OpenSimulator stops working for you then please complain! Long term alternative is probably to build a fat binary with both architectures.
* Also add the additional ScriptException constructor necessary to get ↵Justin Clark-Casey (justincc)2012-10-311-0/+3
| | | | [Serializable] to work.
* Mark ScriptException as [Serializable] for when it has to cross AppDomainsJustin Clark-Casey (justincc)2012-10-311-0/+1
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* Handle UUIDGroupName and ObjectGroup viewer UDP requests asynchronously ↵Justin Clark-Casey (justincc)2012-10-311-2/+2
| | | | | | | rather than synchronously. This is to avoid the entire scene loop being held up when the group service is slow to respond. There's no obvious reason for these queries to be sync rather than async.
* 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