| Commit message (Collapse) | Author | Age | Files | Lines |
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interesting, but successful way to do it.
* This also takes care of a few error situations that were previously never seen.
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* Added 'detected around: value' when a x.Y detect occurs to help debug.
* Fixed object text is too long to store to the database (wikilith)
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prims
* no user functionality yet
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however you can use it to help find out what scripts are causing your simulator to cry.
* Access it from the Estate tools/Debug tab.
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Drag copy a prim and the prim that is moved, persists.
The prim that is created does not survive a restart.
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temporarily), since it appears we sometimes either don't receive or don't register deselect packets when
prims are shift copied.
* A better long term solution may be to address the problem of why we're not always seeing the deselects
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deleting and unlinking an object
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instead, on the basis that this is less likely to cause confusion with c#'s base object type
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basis that they all take SOG parameters to improve code readability for now
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* Concurrency issues are resolved because each object makes a memory-only copy of itself and backs up the copy.
* Because of the way this is done, the latest at the time of the backup gets backed up (no functionality change)
* You can move *thousands of objects at a time* and the sim doesn't freeze and wait for the backup to complete.
* This can be enhanced more by dedicating the thread as opposed to starting it when the backup process starts.
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half tiny amount implemented.
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inventories. Also enables 'New Script' button. from Melanie. Thanks Melanie!
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propagation and script module hooks. Thanks Melanie!
* Implements quite a few inventory related perms.
* (from Teravus) Fixes Take Copy
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permissions modules. From Melanie. Thanks Melanie!
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direct call to Scene
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Properties.
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* The first time you set the sculpted texture of a prim you might have to futz with it to get it to generate a sculpted physics proxy
* Note that there are already issues in Trunk, (such as the prim scaling issue and prim jumping issue. Essentially editing is difficult right now)
* This just adds to the experimental nature of trunk. :D
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not the attachment.
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attracts zombies.. a recipe for llRezObject
* Original patch by YZh Thanks YZH!!!!
* object_rez event patch by Melanie, Thanks Melanie!!!
* Some fixups, some missing things(velocity,rotation)
* script delay
* Recoil
* Standard error messages
* Standard silent failures
* Easter egg management
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* Converted a large number of read-only fields to be actually, readonly.
* Reformatted code sections.
* Removed redundant code.
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conflict monster later. Not done yet, doesn't crash the server.
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you rez it on. Including multi prim groups and prim that have different X/Y/Z scales.
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Melanie!
RE: 0001079: r4387. touch() event does not fire when touch script is in root prim and child prims are touched
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child prim in an attachment and get the proper pie menu. You get the attachment axis scope in the edit box.
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* In the future this should be a config option... and, hopefully this tides the builders over for a little while.
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and detach from inventory.
* Detaching from right clicking in world, detaches to your inventory.
* If you go up to a prim and attach it from in world, it appears in your inventory.
* Attachment placement is saved when you detach them.
* Choosing wear remembers your last attachment point from inventory.
* Wrote a method to update an inventory item's asset and sends the updated inventory item to the Client
* Wrote a recursive method to find the folder of a known existing inventory item.
* Removed a block on physics object position on creation. This might crash a region or two, let us know via Mantis if your region crashes because of a physics out of bounds error.
* Drop doesn't work. The menu item doesn't even come up. Don't know why :P.
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I need them to be for attachments.
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inventory
* Now, if you own an item in a prim, you should be able to successfully drag it back into your inventory
* Temporarily, users which are not owners of the item cannot copy it, even if 'everyone can copy' is set
* This is pending fixes/implementation of upstream permission implementation
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avatar. Those dastardly objects stick to you.
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* Causes the internal handling of attachments to put the prim group conceptually at the position of the avatar instead of 0,0,0
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properties panel for a prim's contents working
* Temporarily hacked things to bring our protocol data flow to be pretty much completely identical to the Linden's for this - to absolutely no avail.
* Leaving commented code in as a springboard for some future attempt
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* Your friends can see your attachments now. People who appear in the sim after you've attached something can also see your attachments.
* You can position & rotate your attachments now. Positions do *not* save.
* You can detach attachments now the regular way.
* Attachments do not cross into other regions with you..(this isn't too far off)
* Updated ODE to not request terse updates on child prim.
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* Currently if you apply that to only one or two axis you get unpredictable and sometimes explosive results.
* Three axis works well enough to play with it anyway. More work is needed here.
* Fixed an incorrectly named method in ODE.NET
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