| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
| |
the internals of the permissions module adapter sane
|
|
|
|
|
|
|
|
| |
* 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
|
|
|
|
| |
root agent scene test
|
|
|
|
|
|
| |
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
|
|
|
|
|
|
| |
* Minor client fixes
* Added the ability for a client to login without a UserProfile, allowing certain alternate clients to connect to the region.
|
|
|
|
|
|
|
|
| |
* 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
|
|
|
|
|
|
|
|
|
|
| |
* 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
|
|
|
|
|
|
|
|
| |
physical center of an avatar, for display purposes. This should keep the
avatar feet above ground visually in most cases. Tweaked for both height
extremes and various leg lengths. Improvements welcome
|
|
|
|
| |
SceneGraph to make it more descriptive of its intended function
|
|
|
|
|
|
|
| |
it becomes impossible to cross back into a region you came from, or freeze
several seconds after region crossings.
|
| |
|
|
|
|
|
|
| |
an avatar moves.
|
| |
|
|
|
|
| |
making it catch a little too much, in principle
|
| |
|
|
|
|
|
|
|
| |
* Was caused by the lack of a local id. Local ids are now given from the same sequence as prims, rather than a separate one
* I don't believe this will cause any problems, but please revert to a separate sequence if it does
|
|
|
|
|
|
| |
* This was only reference by ScenePresence and not used anyway - Scene itself had it's own copy
|
| |
|
|
|
|
|
|
| |
* These are assigned when the object is attached to the scene
|
| |
|
|
|
|
|
|
| |
Too many fixes to list.
|
| |
|
|
|
|
|
|
|
|
| |
Included patch fixes error: Z and W terms in the quaternion were
swapped (ZERO_ROTATION is <0,0,0,1>, it was checking for <0,0,1,0>).
There is an issue with older prims: it seems their default sit
target was not always set to ZERO_ROTATION;
|
|
|
|
|
|
| |
Improves ScenePresence.cs for attachments when crossing boundaries
between regions.
|
|
|
|
|
|
| |
base point for the sort is 128,128,128, causing funny visuals
|
|
|
|
|
|
| |
* Now I've had time to analyze this, the Second Life grid doesn't appear to send this to the client (which in principle should know what wearables it has already)
|
| |
|
|
|
|
|
|
|
|
|
| |
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
|
|
|
|
|
|
|
| |
* Since the client sets the appearance in the first place (in response to receiving wearables information originally) this seems a little redundant
* But I've realized I didn't actually test this assumption, so I'm going to reinstate it for now
|
|
|
|
|
|
|
|
|
|
|
|
| |
* And hopefully rebaking all the time should no longer be necessary now
* It turns out that when the client baked the texture, the uploaded asset had the Temporary flag to true (Temporary is actually deprecated).
* It also had the StoreLocal flag set to true, which signifies that the asset should be stored locally. If it disappears we should reply to the asset request with
ImageNotInDatabasePacket
* However, last time this was enabled some clients started crashing. This may well no longer be the case and needs to be tested, but in the mean time we will store
the asset instead.
* This needs to be resolved in a better way, possibly by starting to send the ImageNotInDatabase packet again instead
|
|
|
|
| |
logging messages
|
|
|
|
|
|
| |
* This shouldn't fix the existing appearance bugs, but neither should it make them worse.
|
|
|
|
|
|
| |
* reinstate debug level log message indicating when a child agent is made a root for future debugging purposes
|
|
|
|
|
|
|
|
| |
When the avatar stops flying in mid air, it stays still
while it falls to the ground. Normally, the avatar would
use the falling animation (when it spins its arms and legs
while falling) until it reaches the ground.
|
| |
|
| |
|
|
|
|
|
|
|
| |
* Implements the rest of llGetAgentInfo() with the exception of AGENT_BUSY.
* Thanks nlin
|
|
|
|
|
|
| |
Added AGENT_ATTACHMENTS and AGENT_SCRIPTED to llGetAgentInfo
Added to llGetAgentSize to include shoes in avatar height calculation.
|
|
|
|
|
|
| |
Attached patch adds detection of AGENT_WALKING
status to LSL function llGetAgentInfo()
|
|
|
|
|
|
| |
Also add experimental distance ordering for prims
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
| |
llGetAgentInfo (AGENT_FLYING, AGENT_ALWAYS_RUN, AGENT_AWAY, AGENT_MOUSELOOK, AGENT_TYPING).
|
| |
|
|
|
|
|
|
|
|
|
| |
when it moves
* This should fix a long standing issue where you often wouldn't see other people simply turn around without moving at all
* Arguably lastPhysRot (to mirror lastPhysPos) is not a good name, may change variable names later
|
|
|
|
| |
per frame update heartbeat
|
|
|
|
| |
descriptive of what it actually does
|
| |
|
| |
|
| |
|