| Commit message (Collapse) | Author | Files | Lines |
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vector components of the scale have a difference of less then 4.5 meters.
* When a new prim is created and raytracing is called for, raytrace from the camera position to the ground in the direction of the Norm(RayEnd - RayStart).
* If we got a hit based on our camera, create the new prim at the edge of the prim we hit.
* Don't raytrace if the difference between any component of the vector exceeds 4.5meters.
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* DelinkFromGroup was removing the parts from the delinked group, which later upset the update thread when it tried to do a queued update for that object
* Temporary fix is to stop deleting the parts, though it would be good later to stop sending out the now spurious updates
* This fix actually reveals another bug, where rapid linking and delinking will cause the non root prims to disappear (though they're actually still there if you relog). This is the next bug to tackle.
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* Trying to store items other than textures, sounds and scripts in a prim's inventory should no longer cause an exception.
* Temporary solution is to ignore storage requests for these assets - actually implementing this requires changes to TaskInventoryItem, at least
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with SceneObjectGroup.LocalId (and hence reduce confusion).
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* ODE: Added support for larger box stacks. (they're slow, but they work)
* ODEPlugin no longer tries to 'catch up' with the simulator frame rate if it gets behind. Catching up was causing a lot of problems with larger box stacks and other things that stall the simulator (like saving prim in the datastore)
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an asset back from the cache
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* Resolve a bad logic bug in AssetCache.GetAsset()
* This may make some asset related things work better (possibly getting main map images will now be improved).
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to purge the avatars inventory "Trash" folder using the
bizarre tortoiseSVN method of diff/patch.
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CommsManager and into a module (AgentAgentTransactionModule), still needs cleaning up though.
But its one more thing out of the CommsManager. One day we will kill the CommsManager!
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* Push asset update (invoked when clothing is altered) down into AgentAssetTransactions from Scene.Inventory.cs to join others
* I've tested that clothing creation and update still works, but please let me know if it suddently breaks for you.
* Add/correct comments
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align classes with file names
* Small amount of ndoc
* This will probably require a prebuild and nant clean
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never occurs anyway
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* temporary re-introduced the weird 'flip-back' behaviour, but debugging it; will remove it if I don't find anything.
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Changed LogBase to ConsoleBase, which handles console I/O.
This is mostly an in-place conversion, so lots of refactoring can still be done.
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* Unfortunately, they show us as non modify, though they will run
* We're probably hitting unimplement permissions stuff
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perms weirdness, let's all work together to find the real cause.
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non-script items to prim inventory
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* This means that you can take an object from a region and rez it somewhere else, with its inventory intact.
* As for earlier, at this stage only scripts can be placed in inventory
* This isn't an efficient implementation, a better one will probably need to come along soonish
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* Linkset status is now persistent
* Tweaked a physics child prim positioning hack to generate less database saves
* Re-factored physics object creation calls into ApplyPhysics. To create a new physics representation of an object or linkset, it's only necessary to call *group*.ApplyPhysics(bool m_physicalPrim). *lbsa has been waiting for this refactoring*
* We have collidable linksets now. (they don't become phantom anymore)
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* Cleaned up copyright notices in AssemblyInfo.cs's
* Added Copyright headers to a bunch of files missing them
* Replaced several common string instances with a static constant to prevent reallocation of the same strings thousands of times. "" -> String.Empty is the first such candidate.
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* It is now possible to edit and save scripts directly from prim inventories
* On saving, the script will be restarted in the region
* Doesn't appear that it's yet possible to drag inventory contents back to agent inventory. Not quite sure why this is yet - the perms all look very permissive.
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is changed/updated/deleted (before the trigger only happened if the prim was moved).
This is still development code - experimental prim inventory persistence cannot yet be enabled by users.
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prims on region start.
No user functionality exposed yet - no ini switch to enable persistence or restore. A bit more initial work to do.
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and then patch these changes back in. Currently it's not quite ready for 0.5. The down side to this action, is that we loose some performance to the garbage collector for now. Given that the target date for 0.5 is *Two days* from now, I'm taking the initiative to work towards a real stable version.
* This update also fixes scripting and some weird physics reactions
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raytracing
* Ignored some bins
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above the 'hit' prim instead of buried in the ground somewhere.
* Various Refactorings
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* shortened references
* Removed redundant 'this'
* Normalized EOF
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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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correctly accepting prim inventory script updates.
No user functionality yet.
Refactoring to follow.
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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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Works with LibSL rev>1532
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error in Scene. Affects 6 files and is Mantis#201
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race conditions such as that in mantis #190
* Make inventory messages more verbose. Hopefully they aren't now too verbose
* This may resolve some grid instability but it's likely there's much more out there.
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object count on sim stats.
* Fixed a rare, but possible NullReferenceException
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Note: only tested in grid mode, and emptying trash is still not implemented.
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