| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
|
| |
mechanism to prevent prim loss. Preserve link order on sim restart
and drag copy. Fix drag-copied prims' inventories. Fix persistence
of child prim inventories.
|
|
|
|
| |
other packages
|
| |
|
|
|
|
| |
SceneObjectPartInventory.cs and expose that from SceneObjectPart rather than the original object
|
|
|
|
|
|
| |
the internals of the permissions module adapter sane
|
|
|
|
|
|
| |
* This should probably be being called in FetchAsset() instead as for all the other databases, but I lack the means to test MSSQL
|
|
|
|
|
|
|
|
| |
* SceneObjectPartInventory.cs isn't a particularly good name but it's probably not got a long life
* A proper inventory interface to follow
* Parallel changes for other inventory partial classes to follow at a later date
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Attached is a patch which fixes mantis bug 2645 where scripts in child
prims
freeze after being unlinked from the root prim. This got introduced
some time after the 0.6 freeze. Have checked test suites
pass even after nant clean ;-)
http://opensimulator.org/mantis/bug_update_page.php?bug_id=2645
Also removes a redundant ResetIDs call
Regards,
Chris
|
|
|
|
|
|
| |
Attached patch implements llCollisionSound. Thanks T. Sado.
|
|
|
|
|
|
| |
libOMV.
|
|
|
|
|
|
|
|
|
| |
release a direct descendant of the stable 7364, with all the features and
none of the issues.
This omits the following patch chain: r7383 r7382 r7381 r7377 r7375 r7373
r7372 r7370 r7369 r7368 r7367 r7366
|
|
|
|
|
|
| |
group
|
|
|
|
|
|
|
|
| |
* Update libopenjpeg as well for this patch.
* Appears to be okay on a very short sniff test
* Source code will be placed in opensim-libs shortly
|
|
|
|
| |
client
|
|
|
|
|
|
|
|
|
|
| |
* This renders RootPart == null checks useless - the replacement is to check SOG.IsDeleted. However, in many cases this will not be necessary since updates to deleted parts
will not be sent to the client
* This should remove any remaining race conditions where an object is deleted while another thread is yet to obtain the root part to perform some operation
* Doing this is probably a necessary prerequisite to moving to a model without a separate SOG and SOP
* Unfortunately it's not possible to eliminate all RootPart == null checks since in some contexts it is currently used to check whether an object was created successfully
|
|
|
|
|
|
| |
it come from a child prim position.
|
| |
|
| |
|
| |
|
|
|
|
|
|
| |
the avatar position. Fixes "silent" child prim scripts
|
|
|
|
| |
overridden more easily. Specifically object creation from XML.
|
|
|
|
| |
isn't physical.
|
|
|
|
|
|
| |
every user's HUD
|
| |
|
|
|
|
|
|
|
| |
* Decouple sog and sop by removing the need to pass the sog to the sop when it is created - most of the code was doing this operation (and hence duplicating it) anyway
* Remove unused constructors
|
|
|
|
| |
prim attributes.
|
|
|
|
|
|
|
| |
* Send prim flags as booleans from LLClientView rather than in the native LL array
* Thanks idb
|
|
|
|
|
|
| |
* These are assigned when the object is attached to the scene
|
|
|
|
| |
be done by other means
|
| |
|
| |
|
|
|
|
|
|
|
|
|
| |
the setting of the name of the animation to be used when a avatar sits on that object. At some point in the future this should be persisted.
So basically simplifies what a lsl script that detects a avatar sitting on a prim, then stopping the sit animation and playing a custom animation, does.
Also added another ScenePresence.HandleAgentRequestSit() method , that accepts the name of the sit animation. So that modules can override the animation used, when they are doing a server controlled sit.
Started some work on making the stand pose be played as soon as a user logs into a region. Rather than them starting with their arms stretched. This still needs more work
|
|
|
|
|
|
|
|
| |
Add rezzing time to objects. Add Object return and traffic fields to land
database. Add plumbing for auto return. Implement auto return.
Contains a migration. May contain nuts.
|
|
|
|
|
|
| |
when estate_settings.xml is empty or missing
|
| |
|
|
|
|
|
|
| |
sliding doors
|
|
|
|
|
|
| |
XmlIgnored the SceneObjectPart.SitTargetAvatar property, as (afaik) this is only used to indicate that a avatar is sitting (or about to sit) on the prim.
And there are situations where it might not be cleared, like if a client crashes while sitting on the prim. Which results in that avatar's id getting stored in any xml backup or taking the prim into inventory. And then its always classed as a avatar is sitting on that prim.
|
|
|
|
|
|
|
| |
* Implmements llModifyLand() and a check for the "Allow others to terraform flag"
* Thanks tglion!
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
| |
Implementation of llModifyLand() and There is a bug on
permission-check of land-terraforming: x an y-coordinates
are interchanged on function-call ExternalChecksCanTerraformLand.
Correct: x is west, and y is north. 2) Missing check of
"Other allow to terraform-flag" (Parcel.ParcelFlags.AllowTerraform)
|
|
|
|
|
|
|
|
|
|
| |
Fix: objects being duplicated inventory on detach. Fix: Mad jumping around of
attachments while editing. Fix: Attachments being persisted to database on
login. Fix: Attachments being persisted when changed by a script like
invisprim refresh. Fix: Attachpoint set, but not reset correctly. Fix: prevent
spurious full updates while editing attachments. Several other fixes
|
| |
|
|
|
|
|
|
|
| |
Thank you, idb, for a patch to implement the packet and plumbing for
the material settings.
|
| |
|
|
|
|
|
|
| |
subroutine down through the physics modules through PhysActor
and SceneObjectPart. No connection to the physics simulators.
|