| Commit message (Collapse) | Author | Age | Files | Lines |
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* Set the avatar's radius to 0.37m, I think this gives the *best* balance between spaces the avatar can fit, and the ability to climb steps
* Fixed a few things
* Tweaked some more
* Played with gravity (-9.8m/s)
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move the prim and then stand up!
* Enter llSetPos elevators and conveyors n' stuff.!
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accurate.
* We're only missing, the script related sim stats counters and the Images time counter and the Pending Uploads counter. The rest of them are actually implemented now.
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** jumping
** crouching
** landing on prim
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80 meters into the air immediately.
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estate managers.
* You can put UUIDs in those fields to give other users some ability to help manage a sim you own.
* Also started decoding the EstateOwnerMessage packet convolutions.
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* shortened references
* Removed redundant 'this'
* Normalized EOF
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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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protection offset so the animations match up.
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movement, including:
** - avatar can navigate stairs better now
** - avatar can land without shooting into the air
** - excessive collisions with the ground are tempered somewhat and should only shoot the avatar up 20m instead of 200m
** - Try Catched a TextureDownloadModule.cs array out of bounds error with a report that causes it not to crash the sim, however it reports a few important items for tracking it down.
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* Added a few more comments.
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button when over them and colliding
* Reverted the avatar portion of the inter-penetration physics scene explosion management, it needs more work.
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*Restricted lines just give you a friendly warning for now
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Works with LibSL rev>1532
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be used for parcel banning goodness
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*Added an event that is triggered when an agent enters a new parcel
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* added Util.Clip(value, min, max)
* modified asset cache's numPackets calculation to use max packet size (600) instead of 1000
* removed a few magic numbers
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blocking done yet.
*Made the OnSignificantClientMovement distance from .02 to .45 to make it easier on the server.
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* Removed unchecked TryParse, replaced with Parse as we were not checking for success and could lead to weirdness if an exception is ignored.
* Removed unused variable m_newAvatar
* Removed several unused try{}catch(Exception e){}'s.
* Added null assignment in simpleapp to prevent warning.
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looks okay, and doesn't seem to break anything. Just move around to stand up.
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to handle starting/stopping of the typing animation.
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* I stress, this is an initial implementation and the Agents(Child and Root) are definately obviously incorrect.
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Changes flying animation to hover when not moving (as per Teravus's suggestion).
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current animations.
* Fixes weirdness when typing and sitting at the same time
* Should fix bug #32 (getting stuck in edit appearance pose)
* Crouchwalk and possibly jump may need more looking into
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notice of doom
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* Added List<RegionInfo> m_neighbours to Scene
* Hooked up the OnRegionUp event to m_neighbours list
* Modified RegionInfo to have a bool commFailTF value so that we can skip neighbors that fail. (when the region comes up, this gets reset to false and the region will try again.
* Added SetChildAgentThrottle(byte[]) to IClientAPI
* Several other insignificant changes related to passing child pertanant agent data from sim to sim.
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ScenePresence "has" a AvatarAppearance object. All the ScenePresences in a opensim related to one user (so a user's various ScenePresence's in all the regions in that instance) share the same AvatarAppearance object. This means that a user's avatar should appear correctly (to both that user and other users) no matter what border crossing or teleporting they have done.
Note: this mainly improves Standalone mode, as in grid mode the appearance data isn't passed between region servers. Although people should notice a improvement when moving between regions in the same instance.
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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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explicit
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rezzing them in another region.
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a few other bits of refactoring.
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* Various refactorings
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sim with a custom message. Their client says, "You've been logged off of secondlife, <Your custom message here> and logs them off.
* Added a way for the Region master user to kick *ALL* users from *ALL* their regions in the estate with a custom message.
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the appropriate messages to make it think it's got god status. Will be used for finding more unimplemented packets....
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owner issues 'shutdown' on the console.
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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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* Added a support function to InnerScene to calculate the distance between two vectors.
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* Added the child_get_tasks OpenSim.ini flag for testing the UDP packet sending code and packet throttler. This flag gets purposely disabled in grid mode. This flag also has the consequence that you can see the prim in neighboring regions without going into them. Be warned, this causes tons of dropped packets.
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This parameter has an enum:int ThrottleOutPacketType and contains types; Resend, Land, Wind, Cloud, Task, Texture, and Asset.
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