| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
| |
* Fixed a few bugs
* Wrote an example module to make certain event systems more mature.
|
| |
|
|
|
|
|
| |
The ScriptDialogReply packet handler is a bit of a hack job. It is currently handled similar to ChatFromViewer, which will trigger the listen() event, however this is not exactly how LL's implementation works and will/can be fixed up later.
|
|
|
|
|
|
| |
* Added a method for Tedd to hook to in scene to disable the Scripting engine that currently says, [TOTEDD] Here is the method to trigger disabling of the scripting engine.
|
|
|
|
| |
instead of the 'avatar wobble' This also uses a hack to detect debian and change the force applied by the AMotor to a different value for Debian. The intent of this all is to get the avatar to stand up in Debian with the AMotor.
|
|
|
|
|
|
| |
* If you have Debian running, you should get a platform line that says, 'Found Debian!' when starting up your sim.
* If someone running Debian will confirm this does occur, that would be most helpful.
|
|
|
|
|
| |
* There's 3 platform lines now. Would someone running debian and/or Fedora core please try this revision out and send me the three [PLATFORM] lines?
|
|
|
|
| |
Anyone on Debian want to run this revision and send me back the two platform lines? It would be helpful.
|
|
|
|
| |
perms weirdness, let's all work together to find the real cause.
|
|
|
|
|
|
|
| |
** If the region fails 3 times, then ChildAgentDataUpdates no longer get sent to that region
* Enabled Child_Get_Tasks in grid mode.
* When Child_Get_Tasks is enabled on neighbor regions, the neighbor region uses the client's draw distance to send out prim. This is a lot less likely to flood the client now since the ChildAgentDataUpdate contains both the throttle settings and the draw distance. This means that with this enabled, you can see prim in other regions in grid mode. Very experimental.
|
|
|
|
| |
better.
|
| |
|
|
|
|
|
|
|
| |
* Added a Logout message with a name on the console
* Added a *fixme* message to figure out why the current agent session is null
* After updating you may notice that there's a login <user> and also a logout<user>
|
|
|
|
| |
notice and would be tagged as 'too far away' when it was right next door.
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
| |
exception happens inside global exception handler
Added InnerException to output
|
|
|
|
|
| |
No, I don't need to. I'm good, my code never fails!
|
| |
|
|
|
|
| |
can get rid of that annoying startup crash...
|
|
|
|
|
|
|
| |
* An example changed event syntax is at: http://opensimulator.org/wiki/Changed_Event_Example
* You can use this to trigger actions in your script if someone sits on your object_rez
* You can use this to figure out all of the CHANGED_ constants except for CHANGED_REGION, CHANGED_TELEPORT, and CHANGED_ALLOW_DROP
|
|
|
|
|
|
|
|
| |
* Fixed a bunch of goofy math for calculating the sim stats counters
* Made most of the sim stats counters additive so it's easy to change the sim stats interval
* Changed the sim stats send interval to 3 seconds
|
|
|
|
|
|
|
| |
accurate.
* We're only missing, the script related sim stats counters and the Images time counter and the Pending Uploads counter. The rest of them are actually implemented now.
|
|
|
|
|
|
|
| |
SimStatsReporter
* This doesn't take into account the throttler, it just assumes the throttle limit isn't reached.
|
|
|
|
|
|
|
| |
over and over again instead of creating 1 a second.
* Added frame Milliseconds, Physics Milliseconds and Other Milliseconds to the Sim Stats Reporter so we can start to figure out what the slowdowns are. (these were the most convenient to get and had just about no overhead.
|
|
|
|
|
|
|
|
| |
* 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)
|
|
|
|
|
|
|
| |
* 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.
|
|
|
|
|
|
|
| |
Linden insisted that Havok was running at 45fps internally.
* Set the SimStats packet as unreliable (so we don't require an ack and do resends on it)
|
|
|
|
| |
method.
|
|
|
|
|
|
|
|
| |
not used by active code (as far as I can see), so a source of confusion. All
current code uses the Entities dictionary
|
|
|
|
|
|
|
|
| |
prims on region start.
No user functionality exposed yet - no ini switch to enable persistence or restore. A bit more initial work to do.
|
|
|
|
|
|
|
| |
are most definitely handled.
* My guess is someone was using them to diagnose a problem and they've been in the console output ever since.
|
|
|
|
|
|
|
| |
card of death to send out region and estate messages.
* Switched over Region Restart notices to the magic secondlife blue card of death method.
|
|
|
|
| |
code. Let me know by IRC if there are other problems
|
|
|
|
|
|
|
|
|
| |
using the estate tools.
* Estate managers get abilities like the region owner for now.
* Estate managers, you'll need to request server admin status to be able to activate the estate tools dialog (haven't figured out why this is the case yet)
* Switching from grid mode to standalone or switching grids will make the stored Estate Manager UUIDs not match up with a valid account so you'll see (waiting) listed there instead of a user until you reset them or go back to the grid you added them from.
|
|
|
|
|
|
|
|
| |
simulator. It saves.
* You can add and remove a friend in grid mode now within the same simulator. It doesn't save yet.
* I got rid of Mr. OpenSim as a friend.. he bothers me /:b...
|
| |
|
|
|
|
|
|
|
| |
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
|
|
|
|
|
|
|
| |
above the 'hit' prim instead of buried in the ground somewhere.
* Various Refactorings
|
| |
|
|
|
|
|
|
|
| |
packets are now
recycled to improve performance and memory usage.
|
|
|
|
|
|
|
| |
scheme won't hold for serialization
* Extracted out the 'old' AddNewPrimitive that places an object at an exact pos, without the raytracing
|
|
|
|
|
|
|
| |
inventory on other prim coming soon). No more new prim buried in the ground by accident.
* The prim are at the absolute position of the prim you rezzed it on top of + (0,0,0.5) for now.
|
|
|
|
|
| |
so Linux build works again.
|
|
|
|
|
|
|
| |
* shortened references
* Removed redundant 'this'
* Normalized EOF
|