| Commit message (Collapse) | Author | Files | Lines |
|
not used by active code (as far as I can see), so a source of confusion. All
current code uses the Entities dictionary
|
|
prims on region start.
No user functionality exposed yet - no ini switch to enable persistence or restore. A bit more initial work to do.
|
|
As was true for the previous update, this might require nant users to re-run prebuild.[sh|bat]
|
|
|
|
|
|
Scripts now show up in prim inventories after region restart.
Probably doesn't yet work for any items other than scripts.
Still some work to do. No user functionality exposed. Not yet user tieable into normal code.
|
|
persistent store, but this doesn't yet show up for the client. Still no user functionality and not
enabled
in normal code.
|
|
are most definitely handled.
* My guess is someone was using them to diagnose a problem and they've been in the console output ever since.
|
|
console and border crossing problems anymore
|
|
80 meters into the air immediately.
|
|
card of death to send out region and estate messages.
* Switched over Region Restart notices to the magic secondlife blue card of death method.
|
|
leaving region.
|
|
|
|
code. Let me know by IRC if there are other problems
|
|
|
|
using the estate tools.
* Estate managers get abilities like the region owner for now.
* Estate managers, you'll need to request server admin status to be able to activate the estate tools dialog (haven't figured out why this is the case yet)
* Switching from grid mode to standalone or switching grids will make the stored Estate Manager UUIDs not match up with a valid account so you'll see (waiting) listed there instead of a user until you reset them or go back to the grid you added them from.
|
|
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.
|
|
simulator. It saves.
* You can add and remove a friend in grid mode now within the same simulator. It doesn't save yet.
* I got rid of Mr. OpenSim as a friend.. he bothers me /:b...
|
|
|
|
|
|
and then patch these changes back in. Currently it's not quite ready for 0.5. The down side to this action, is that we loose some performance to the garbage collector for now. Given that the target date for 0.5 is *Two days* from now, I'm taking the initiative to work towards a real stable version.
* This update also fixes scripting and some weird physics reactions
|
|
raytracing
* Ignored some bins
|
|
and description. Thanks Melanie.
|
|
|
|
above the 'hit' prim instead of buried in the ground somewhere.
* Various Refactorings
|
|
exceptions on big updates
* The part now uses the byte[] TextureEntry instead of the object
|
|
|
|
packets are now
recycled to improve performance and memory usage.
|
|
scheme won't hold for serialization
* Extracted out the 'old' AddNewPrimitive that places an object at an exact pos, without the raytracing
|
|
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.
|
|
so Linux build works again.
|
|
* shortened references
* Removed redundant 'this'
* Normalized EOF
|
|
* 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.
|
|
* 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.
|
|
|
|
|
|
* 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.
|
|
* Added sit handling for sit targets
* Implemented llSitTarget()
* Implemented llAvatarOnSitTarget()
* Sit targets do not persist sim restart.
|
|
No user functionality yet. This code is not turned on, so there is no possibility
of disruption to existing databases.
|
|
protection offset so the animations match up.
|
|
after a server restart would not appear (though the script they contain would still be invoked). This
change fixes that problem.
|
|
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.
|
|
|
|
* Added a few more comments.
|
|
button when over them and colliding
* Reverted the avatar portion of the inter-penetration physics scene explosion management, it needs more work.
|
|
|
|
correctly accepting prim inventory script updates.
No user functionality yet.
Refactoring to follow.
|
|
Adding:: llSetParcelMusicUrl(), llGetRootPosition(), llGetRootRotation(),
llGetGeometricCenter(), llSetLocalRot(), llListReplaceList(),
llGetObjectPrimCount(),llGetParcelDetails(), llGetParcelMaxPrims(),
llWater(), llGetLocalRot(), and llGetAccel()
|
|
|
|
llGetVel(), llGround()
|