| Commit message (Collapse) | Author | Age | Files | Lines |
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* SAVE YOUR PRIM DATA, THIS MAKES CHANGES TO YOUR PRIMS TABLE
* The first time you run OpenSim after updating past this revision, you'll see a lot of Errors. Be calm, shutdown the simulator, and start it again and your prims table will be updated.
* MSSQL added the fields to the Initial CreateTable section, however, you'll need to add the fields to your prims table if you want it to persist.
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* Added osRegionNotice(string msg) to LSL Commands
* Added PermissionManager checks for osTerrainSetHeight, osRegionRestart.
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* Added osTerrainGetHeight(int x, int y) to LSL commands
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* Added sit handling for sit targets
* Implemented llSitTarget()
* Implemented llAvatarOnSitTarget()
* Sit targets do not persist sim restart.
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No user functionality yet. This code is not turned on, so there is no possibility
of disruption to existing databases.
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protection offset so the animations match up.
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mantis:0000246
* Deletes the solution file from OpenSim.Gui
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include the .sln file.
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after a server restart would not appear (though the script they contain would still be invoked). This
change fixes that problem.
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movement, including:
** - avatar can navigate stairs better now
** - avatar can land without shooting into the air
** - excessive collisions with the ground are tempered somewhat and should only shoot the avatar up 20m instead of 200m
** - Try Catched a TextureDownloadModule.cs array out of bounds error with a report that causes it not to crash the sim, however it reports a few important items for tracking it down.
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* Condensed 8 calls to unmanaged code in ODE down to 1
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avatar to go into an endless plunge to the middle of the earth.
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* Added a few more comments.
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button when over them and colliding
* Reverted the avatar portion of the inter-penetration physics scene explosion management, it needs more work.
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new login method. You still can't yet log-in via the new method. Does not interfere with normal userserver operation, ie safe to update if you want.
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correctly accepting prim inventory script updates.
No user functionality yet.
Refactoring to follow.
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Adding:: llSetParcelMusicUrl(), llGetRootPosition(), llGetRootRotation(),
llGetGeometricCenter(), llSetLocalRot(), llListReplaceList(),
llGetObjectPrimCount(),llGetParcelDetails(), llGetParcelMaxPrims(),
llWater(), llGetLocalRot(), and llGetAccel()
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SearializableRegionInfo is a bit more understood. This is
only a mainlog message.
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Adding a most all inclusive commandline switch and customizable path flags
for ease of operation for server and client in one nifty window.
on hitting of the start button, my 4 most used switches auto check
(can be unchecked before run). Otherwise can select various other switches
and add required data in entry fields. Or there is a raw cmd field that you
can pass what ever you want after the exe.
Great for setting and forgetting switches without having to use the cmd
prompt and /or editing a shortcut. Tedious constant restarts of the client made easier.
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inventory descendents packet which exceeds a certain size is not being received by the client due
to something in the network constraining the maximum UDP packet size.
This hypothesis fits the observed facts. The change here reduces the maximum number of items in any single packet to 20.
If I'm wrong I'll go back and correct the comments.
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llGetVel(), llGround()
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resolving inventory problems
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Reverts the LSL Texture/Color functions back to the original code, allowing them to function again
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attempt when the asset server is lagging by formalising the de facto polling.
This may not be the best solution in the long run, but should improve things for now.
This may also improve reliability when updating inventory item metadata (e.g. renaming an item) and in retrieving textures
for the main map view.
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script to prim inventory
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* after some tweaking to the UDPServer all appears to be well
* Added what 'was' the GetType(bytes,packetEnd,zeroBuffer) to the UDPServer. (it was removed as a static method from Packet)
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* Craggy terrain mishandling by ODE still occasionally causes point bounciness
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* Fixes:
* -- duplicating Active physical object causes objects to explode in opposite directions
* -- Rezzing objects too close to you avatar causes avatar to shoot around in odd directions
* Vanity
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spew in the debug when land was selected
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selection box
unless previously expanded in inventory.
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UUID.
* It turns out that by proxy, this means that you won't have to look up people's UUID anymore in grid mode, If the UUID is LLUUID.Zero, it tries to look up avatar by name.
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