| Commit message (Collapse) | Author | Age | Files | Lines |
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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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RemoteAdminPlugin to fix a compile error introduced by the Radmin patch.
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(this took a while to run).
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* All objects are not touchable by default now
* When a script listens for one of the touch events in the state, an object becomes touchable.
* All LSL scripts report which events they consume now
** This uses semi-complicated Regex to discover the events, stick them in a dictionary, and then write a method call into each script state's state_entry() event.
** Tedd may figure out a better way to do this in the future. For now, this works for LSL.
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Linked objects won't scale together properly, only the root object scales.
This happens with scaling both up and down or inputting numbers in the edit dialog.
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* Temporarily disabling click+drag+move for non physical things until more experimenting is done to figure out how to get a sideways hand cursor in the client.
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deletes a newly rezzed object before the persistence thread gets to it from its queue.
* This should greatly reduce but not eliminate the problem - elimination probably requires a redesign of the prim persistence processes
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items (with inventory) on Windows
* Now properly dealing with prims which don't contain items - thanks to thomas for the patch which gave insight into this situation
* Also, an xml exception no longer crahes the client session
* Leaving in debugging lines in case there are further problems
* Not yet tested on Linux, though I'm just about to.
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things and rezzing them works again. (though, I suggest waiting on taking things until justincc has an opportunity to look at the TaskInventory property causing the XML Serialization to overrun.) It's MinOccurs is 0 in the XML Schema, so it should work fine when he adds it back.
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* Also adds more temporary debugging goo in case the fix didn't work
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investigate mantis 854
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* Shift copied prims should now keep the script in both prims over region startups
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Framework.Data.Base
We REALLY need to get the db layer sorted soon...
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* It doesn't generate at_target events, because they don't exist yet in the script engine.
* The Tau is different, however, compatible with scripts I tested.
* Not perfect... but pretty good.
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box. (previously it crashed my simulator)
* Found and gracefully handled a few situations where null references occur. (m_rootPart again!)
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* It's not perfect, but it's good enough. (rarely erroneously returns a backface collision)
* After updating to this revision, rez a prim on another prim and watch it appear where you'd expect it to appear.
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* We should not be using ASCII anywhere except for legacy compatibility reasons.
* A large number of UTF8 Encoders are being used in places where we should be using Util.StringToField instead. These have been tagged with // ENCODING FAULT
* This should fix Mantis#799 - Japanese Profile Text does not work.
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* Should help stop any InvalidOperationExceptions caused by concurrent read/write
* The extra locking should be okay, but I'm really surprised we've got away without mucho crashes due to this...
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is deleted from the region
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prim at a time.
* Teaches me not to say stuff like 'this is now working'
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* Even very rapid linking/delinking should now behave normally. Terse updates still occur as before
* Hopefully this ends the recent linking problems - please let us know if there are more
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* Currently, terse updates are back, and extremely rapid linking and delinking will only break occasionally
* More work to do here
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* Normalized some UUID handling
* Compacted a few Contains/Add into Set
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delink prim updates is low priority
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'disappear')
* Root cause was that if two updates occurred in the same second of time, the second one was never sent
* Linking/delinking appears to be okay now
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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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with SceneObjectGroup.LocalId (and hence reduce confusion).
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help figure out where my last crash came from by being
extra careful arround Add for scene object group.
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appropriate names consisten with their use.
All done with all 94 handlers from handler001
through handler094. Hopefully we can move
forward without numbered handlers.
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joints. This will change quite drastically, however it's fun to play with.
* To play with this you must link your prim before setting it physical, otherwise they won't link in the physics engine properly. This will also be fixed.
* Currently the linked prim are extremely unstable because I have yet to implement combining of forces with the same normal. This will also be fixed. In fact, the whole PhysicsActor, ODEPrim relationship will be reworked to consider groups from the get-go.
* This implementation is better then it crashing your sim, so I'm commiting it for now.
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* When you select a physical prim, it stops while you've got it selected.
* When you move or alter a prim in some manner, it doesn't become collidable until you de-select it
* When you select a prim, it doesn't become temporarily 'phantom' until you make some change to it while it's selected. (this prevents accidental selections in prim floor from causing it to go phantom on you(but don't move it or you'll fall))
* There's one major difference, and that's a physical object won't stop if you don't have permission to edit it. This prevents people who don't have edit permissions on a prim from stopping it while it's moving.
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instances to prevent event race conditions
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