| Commit message (Collapse) | Author | Age | Files | Lines |
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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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sends terse updates when needed.
* Removed the 'constant poll method' from SceneObjectPart.cs - It was bad :P
* Updated some Masses in ODE to help large prim slow down by friction easier.
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final resting velocity.
* Added Smooth moving prim
* Added event to PhysicsActor RequestPhysicsterseUpdate to allow physics plugins to be able to schedule a terse update.
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* Added Angular Velocity reporting for smooth-ish rotations on object collisions
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MonoSqliteDataStore, the sim lags with constantly updating assets.". This mostly affects BulletX.
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velocity.
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it can be easy to add to ODE. Enjoy kick the prims and be careful with the falling ones ;D
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Started the move of some of the methods from scene into a inner class (currently called InnerScene.cs), the idea being that the code related to the 3d scene (primitive/entities/Avatars etc) will be in this inner class, then what is now Scene.cs will be left as a kind of wrapper class around it. And once the spilt is complete can be renamed to something like RegionInstance (or any name that sounds good and ids it as the Region layer class that "has" a scene).
Added SceneCommunicationService which at the moment is a kind of high level wrapper around commsManager. The idea being that it has a higher level API for the Region/Scene to send messages to the other regions on the grid. a Example of the API is that instead of having sendXmessage methods, it has more functional level method like PassAvatarToNeighbour. Hopefully this will allow more freedom to do changes in communications that doesn't break other things.
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