| Commit message (Collapse) | Author | Age | Files | Lines |
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exceptions on big updates
* The part now uses the byte[] TextureEntry instead of the object
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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.
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* shortened references
* Removed redundant 'this'
* Normalized EOF
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* Charles, this will fix the red issue.
* Same situation, the first run updates the tables (and gives you a ton of red errors), the second run and everything works as expected.
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* PrimitiveBaseShape: The textures are now exposed as a 'TextureEntry Textures'; all serialization still using the 'byte[] TextureEntry' for backwards compatibility.
* Scene: Re-added AddTree, since the Tree type isn't gone from libsl, merely relocated.
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* SAVE YOUR PRIM DATA, THIS MAKES CHANGES TO YOUR PRIMS TABLE
* The first time you run OpenSim after updating past this revision, you'll see a lot of Errors. Be calm, shutdown the simulator, and start it again and your prims table will be updated.
* MSSQL added the fields to the Initial CreateTable section, however, you'll need to add the fields to your prims table if you want it to persist.
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* Added sit handling for sit targets
* Implemented llSitTarget()
* Implemented llAvatarOnSitTarget()
* Sit targets do not persist sim restart.
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No user functionality yet. This code is not turned on, so there is no possibility
of disruption to existing databases.
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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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Adding:: llSetParcelMusicUrl(), llGetRootPosition(), llGetRootRotation(),
llGetGeometricCenter(), llSetLocalRot(), llListReplaceList(),
llGetObjectPrimCount(),llGetParcelDetails(), llGetParcelMaxPrims(),
llWater(), llGetLocalRot(), and llGetAccel()
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llGetVel(), llGround()
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Reverts the LSL Texture/Color functions back to the original code, allowing them to function again
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Works with LibSL rev>1532
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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)
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* Adding namesetting to Create
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empty, but with the Id and 1-to-1 child fields instantiated and randomized.
* Added two shape constants that
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llFrand, llSetColor, llGetColor, llSetTexture, llGetTexture,
llSetAlpha, llGetAlpha, llRotateTexture, llScaleTexture,
llOffsetTexture, llGetTextureOffset, llGetTextureScale, llGetTextureRot.
With these changes the "kan-ed" script #2 should be working.
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misc cleanup and code convention fixes.
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* BACKUP YOUR PRIM BEFORE UPDATING TO THIS and then double check the prim permissions after applying it with a different avatar (then the master avatar or the prim owner avatar).
* Also, beware that any objects created under the old permission scheme may react oddly. They may automatically allow anyone to modify them, (which you'll then have to un-set).
* It's hacked support because when 'anyone can move is set', any avatar can modify the prim (texture, shape, scale, etc)
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* 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!
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adjohn and afrisby, enroute to a wine cave with the worst wine in the world)
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explicit
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*Fixed a 'statement out of order' error in the setting of the permissions that are sent to the client.
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* Various code convention compliance
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show a user's client that it can't edit a prim if it doesn't have permission.
* Permissions is due for a big revamp. The current way it's done is a hack at best.
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* Revert this once we get a working logoff.
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* Various refactorings
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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
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threadlocked code. ODEPrim was almost completely re-written.
Copy/Space test needed.
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physics events.
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IClientAPI so its used), so that the default click action (ie touch, sit, etc) can be set on a prim. Note: Sill need to handle the incoming packets that set this, from the client.
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never stops.
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you see a difference.
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go )
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hover your mouse over prim with the object name, description, ownerid.. etc.
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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.
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and alpha argument of the llSetText command.
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OpenSim.ini.example in the bin folder for an example.
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