| Commit message (Collapse) | Author | Age | Files | Lines |
... | |
|
|
|
|
| |
This patch implements the llLoopSound patch from Xantor for the XEngine
|
|
|
|
|
|
|
|
| |
Corrects the XEngine's script startup semantics.
Completes llRequestAgentData
Implements llDetectedLink
Fixes a few minor issues
|
|
|
|
|
|
|
|
| |
Corrects the XEngine's script startup semantics.
Completes llRequestAgentData
Implements llDetectedLink
Fixes a few minor issues
|
|
|
|
|
|
|
|
| |
Corrects the XEngine's script startup semantics.
Completes llRequestAgentData
Implements llDetectedLink
Fixes a few minor issues
|
|
|
|
|
| |
the client thread terminating when creating a new script.
|
|
|
|
|
|
|
|
|
|
| |
I have detected a bug of conversion data type in OpenSim.Data.MSSQL.MSSQLInventoryData.addInventoryItem(InventoryItemBase item)
in the GroupOwned field.
My sollution is to change the flield to bit in the table. In the
readInventoryItem(IDataReader reader) change too item.Flags =
(uint) reader["flags"]; to item.Flags = Convert.ToUInt32(reader["flags"]);
Now Inventory runs fine.
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
LSL scripts in which a float type is cast to a string or a string type
is cast to a float do not compile. When the script is translated from
LSL to C#, the LSL float type is translated into double. There is no
string <-> double cast in C#, so compilation fails.
There is a LSLFloat type, however it seems unfinished and is not used.
I am attaching a patch that implements the LSLFloat type. I have also
added two methods to the LSLString type to facilitate float <-> string casts.
|
|
|
|
|
| |
* Unfortunately, there's some kludges with the Async manager and the llDetected functions that I have yet to decipher... so llDetected functions don't work with collision events at the moment....
|
| |
|
| |
|
|
|
|
| |
commit
|
|
|
|
| |
warning for debugging purposes
|
|
|
|
|
|
| |
* 5000 commits in this repository!
|
|
|
|
| |
up the resources
|
|
|
|
|
|
| |
* Not yet ready for public use
|
| |
|
|
|
|
|
|
| |
* However, still not actually archiving anything except textures
|
| |
|
|
|
|
|
|
| |
* Ignoring it on reload as of yet
|
|
|
|
|
|
|
|
|
|
|
|
| |
having reached the intermediate level of .NET's XmlSudoku, i've
now figured out how to do deserialization using different
XmlSerializers (this stuff begins to grow on me, sigh).
[still not used code, work-in-progress]
* adding convenience property on OSHttpRequest.cs (from awebb)
|
|
|
|
|
|
|
| |
removes a lock on every SendPacketTo call, which was shown to have
good performance benefits by the IBM China Research Lab.
|
| |
|
|
|
|
| |
ODEPlugin. This may, or may not fix anything.
|
|
|
|
|
|
|
| |
llKey2Name fix to show avatar name instead of "Basic Entity"
One line fix. Replaces "presence.Name" =>
"presence.ControllingClient.Name" to return avatar's name.
|
|
|
|
|
|
|
| |
This patch adds the prolog interperter helper object ONLY for YP code,
and not every script compiled.
Mirrors the other languages like JS and VB more closely.
|
|
|
|
|
| |
"Hooks up the plumbing from previous patch"
|
|
|
|
|
| |
that solves "trees are too small when rezzed"
|
|
|
|
|
| |
plumbs in the events for on_rez.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
having spent the last couple of days wrestling with .NET XmlSerializer
and trying to get it to do what is required by XMPP (RFC 3920 & 3921)
this is the preliminary result of that wrestling (you should see the
other guy!): XmppSerializer allows us to serialize Xmpp stanza (and
theoretically deserialize [or reify] them), XmppWriter helps avoiding
various gratuitous crap added in by off-the-shelf XmlSerializer.
this is currently not used anywhere but the plan is to use it for
at least an XMPPBridgeModule.
|
| |
|
|
|
|
|
|
|
| |
* Committing : 0001449: Patch implements X and Y Top Shear parameters for torus prim physical mesh generation (PATCH attached)
* The included patch implements the X and Y Top Shear parameter adjustments to the mesh generator for the torus prim physical mesh. These are approximations as I was unable to determine their exact function but they appear to generate meshes which quite closely duplicate their counterparts in the viewer.
* Thanks Dahlia!!!!
|
| |
|
|
|
|
|
|
|
|
|
| |
unmolested
* These are only thrown on client shutdown anyway
* This stops the console (harmlessly) spewing stack traces when a client logs off
|
|
|
|
|
|
|
|
| |
actually be all that tricky to try better clean up on a client thread crash. Haven't actually implemented
this, though
|
| |
|
|
|
|
| |
fails by catching the exception in AuthUser() instead of letting it propogate out of the thread
|
|
|
|
|
|
| |
* no other prim items are archived yet
|
| |
|
|
|
|
|
|
| |
mono. Need to sort that out with DJ shortly.
|
|
|
|
|
|
|
| |
Set udp flags correctly to prevent "Socket forcibly closed by host"
errors.
|
|
|
|
| |
commits
|
| |
|
|
|
|
|
|
| |
* May help with mantis 1434 though I doubt it
|
| |
|
|
|
|
| |
Dropping.' message
|
| |
|
|
|
|
|
|
|
|
| |
to every script in most environments). This will break prolog
support. Prolog code needs to generate it's template script more like
how javascript does.
|
| |
|
| |
|
|
|
|
|
|
|
|
| |
OpenSim.ini.example
* Also a very little bit of tidying up of this file - it's becoming a bit of a junkyard
|