| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
|
|
|
|
|
|
|
| |
* 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.
|
|
|
|
|
|
| |
As was true for the previous update, this might require nant users to re-run prebuild.[sh|bat]
|
| |
|
|
|
|
|
|
|
|
|
| |
Scripts now show up in prim inventories after region restart.
Probably doesn't yet work for any items other than scripts.
Still some work to do. No user functionality exposed. Not yet user tieable into normal code.
|
|
|
|
| |
code. Let me know by IRC if there are other problems
|
|
|
|
|
|
|
| |
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
|
|
|
|
| |
and description. Thanks Melanie.
|
|
|
|
|
|
|
|
| |
exceptions on big updates
* The part now uses the byte[] TextureEntry instead of the object
|
|
|
|
|
|
|
| |
packets are now
recycled to improve performance and memory usage.
|
|
|
|
|
|
|
| |
* shortened references
* Removed redundant 'this'
* Normalized EOF
|
|
|
|
|
|
|
|
| |
after a server restart would not appear (though the script they contain would still be invoked). This
change fixes that problem.
|
|
|
|
|
|
|
|
|
|
| |
Added: LinkNum to SceneObjectPart
Added: Bunch-o settings of LinkNum in SceneObjectGroup
Added: llGetNumberOfPrims()
Added: llGetLinkNumber()
Added: llGetLinkKey()
Added: llGetLinkName() (and change to string return type)
|
|
|
|
|
| |
* Adding namesetting to Create
|
| |
|
| |
|
| |
|
|
|
|
| |
strings. BAD PROGRAMMER BAD. Use Helpers.StringToField instead. >_>
|
|
|
|
|
|
|
| |
* Un-hackerized generating the client_flags
* Now handling the ObjectPermissions Update packet
* Warning: Backup your prim before updating. If you fail to do so and something goes wrong then, All Yr prim are belong to us!
|
|
|
|
| |
explicit
|
| |
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
| |
*Fixed a 'statement out of order' error in the setting of the permissions that are sent to the client.
|
| |
|
|
|
|
|
| |
* Various code convention compliance
|
|
|
|
|
| |
* Revert this once we get a working logoff.
|
|
|
|
|
| |
* Various refactorings
|
| |
|
|
|
|
|
|
|
| |
so they only display 'guesses' on the console when you rez a prim.
* any math gurus who'd like to improve rezzing need only to make the raytracer in SceneObjectPart work :D
|
| |
|
| |
|
|
|
|
|
|
|
| |
threadlocked code. ODEPrim was almost completely re-written.
Copy/Space test needed.
|
|
|
|
| |
This parameter has an enum:int ThrottleOutPacketType and contains types; Resend, Land, Wind, Cloud, Task, Texture, and Asset.
|
|
|
|
| |
physics events.
|
|
|
|
| |
hover your mouse over prim with the object name, description, ownerid.. etc.
|
|
|
|
|
|
|
| |
next owner permissions are not applied yet)
* In Serverside permissions mode; If you've copied an object, then you can delete it and clean up after yourself. The rest of the permissions functionality is still unchanged. Admin can delete any object.. etc.
|
| |
|
|
|
|
|
|
|
| |
and alpha argument of the llSetText command.
|
|
|
|
| |
it can be easy to add to ODE. Enjoy kick the prims and be careful with the falling ones ;D
|
|
|
|
| |
PhysicsActor and it's the ancestor for BulletXCharacter and BulletXPrim.Physical modifications: Changes for pass the value of Physical flag in the SceneObjectPart class to the Physics engines. New call for AddPrimShape so it has a new parameter called "isPhysical". The old call will be obselete soon (i believe). PhysActor and its descendants have a new property called IsPhysical. By the way no new special funcionallity added. It's more like preparing the way for new modifications.
|
| |
|
|
|
|
| |
Rotation member is silently ignored and the prim is created with 0,0,0,1 rotation. The patch introduces a fix that passes the Rotation parameter from the packet to the object and uses it in the actual object creation.
|
| |
|
|
|
|
|
|
| |
* Shortened type references
* Removed redundant 'this' qualifier
|
|
|
|
|
|
|
| |
Have flattened the OpenSim.Framework project/namespace. The problem is that the namespace is still wrong as its "OpenSim.Framework" while the directory is "OpenSim\Framework\General" , so we need to decide if we change the directory or correct the namespace.
Note this has lead to a big flat project, but I think a lot of the files we most likely don't even use any longer. And others belong in other projects/namespaces anyway.
|
|
|
|
| |
still be used, I have added new console commands of "load-xml2" and "save-xml2", if the old versions worked for you then please continue using them (at least for now). The new versions haven't been tested that much, so their format could be subject to change.
|
| |
|