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* * How tall are you? Certainly not 127 meters!Teravus Ovares2008-06-061-2/+9
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* * true and not true or - not true and not true and.Teravus Ovares2008-06-061-1/+1
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* * This limits avatar to the heightfield height if they teleport or cross a ↵Teravus Ovares2008-06-061-1/+6
| | | | border to a position below it. After teleporting, you can go under the terrain if you like as usual.
* * This wraps the autopilot request to the client's sit response. An ↵Teravus Ovares2008-06-064-27/+128
| | | | | | | interesting, but successful way to do it. * This also takes care of a few error situations that were previously never seen.
* Fixes scale property with regards to the physics engine.Teravus Ovares2008-06-061-0/+12
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* Minor formatting cleanup.Jeff Ames2008-06-061-1/+1
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* * This sends collision events to the script engine. Teravus Ovares2008-06-052-13/+211
| | | | | * Unfortunately, there's some kludges with the Async manager and the llDetected functions that I have yet to decipher... so llDetected functions don't work with collision events at the moment....
* * Don't create ghost prim when rezzing objects from inventoryTeravus Ovares2008-06-051-1/+2
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* Mantis#1446. Thank you kindly, Grumly57 for a patchCharles Krinke2008-06-041-0/+22
| | | | | that solves "trees are too small when rezzed"
* Mantis#1439. Thank you kindly, Melanie for a patch thatCharles Krinke2008-06-044-1/+53
| | | | | plumbs in the events for on_rez.
* Formatting cleanup, minor refactoring, svn properties.Jeff Ames2008-06-044-11/+11
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* * minor: Attempted method documentation clarifications related to last two ↵Justin Clarke Casey2008-06-031-3/+3
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* * Remove what should be unnecessary locking in InnerScene.GetEntitites()Justin Clarke Casey2008-06-031-8/+1
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* * Remove what should be unnecessary locking of GetScenePresences()Justin Clarke Casey2008-06-031-9/+3
| | | | | | * May help with mantis 1434 though I doubt it
* * Fixes a bug saving the current sun phase to the estate_settings file.Teravus Ovares2008-06-021-0/+15
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* Mantis#1428. Thank you kindly, fdg for a patch that solves:Charles Krinke2008-05-311-0/+5
| | | | | | | | When you copy an item in inventory and paste it, the name gets lost. Also when you use "Save as" in the Appearance Editing window the created item in inventory has always the name "New <item-type>", regardless of what you typed in as name.
* * Implements UserServer logoff in a few situationsTeravus Ovares2008-05-313-2/+46
| | | | | | | * User tries to log-in but is already logged in. Userserver will send message to simulator user was in to log the user out there. * From the UserServer, admin types 'logoff-user firstname lastname message'. * Some regions may not get the message because they're not updated yet.
* * Refactor: Change multiple requests for a module interface to use a stored ↵Justin Clarke Casey2008-05-301-16/+12
| | | | reference instead.
* * Crudely migrate SceneXmlLoader into the Serializer moduleJustin Clarke Casey2008-05-302-249/+19
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* while investigating why IRCBridgeModule.Close() was having no effect, iDr Scofield2008-05-302-1/+23
| | | | | | | | | | | | | | | | | | | noticed that Scene.Close() will only call Close on non-shared region modules. i've now added code to SceneManager.Close() to collect all shared region module from each scene before calling Scene.Close() on it and then, once, all Scenes are closed, go through the list of collected shared region modules and close them as well. SceneManager.Close() is only called when we initiate a shutdown --- i've verified that a Scene restart does not trigger the shutdown of shared modules :-) also, this adds a couple of bug fixes to the IRCBridgeModule (which after all didn't take kindly to being closed) as well as a check to InterregionModule's Close() call. finally, this fixes the RestPlugin's XmlWriter so that it no longer includes the "xsd=..." and "xsi=..." junk.
* * Fixed a dangling event hook that I added.Teravus Ovares2008-05-302-0/+49
| | | | | * Added a Non-finite avatar position reset. This will either handle the <0,0,0> avatar gracefully, or send the avatar to 127,127,127 if that also doesn't work. ( I've only been able to reproduce this error once on my development workstation )
* Update svn properties. Formatting cleanup.Jeff Ames2008-05-301-1/+1
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* Mantis#1416. Thank you very much, Melanie for a patch that:Charles Krinke2008-05-291-0/+12
| | | | | Createa a method to find out if a prim inventory contains scripts
* * Ruling out another potential cause of zombie-ismTeravus Ovares2008-05-291-0/+2
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* * Fix string literal with URL + LLcommand();Teravus Ovares2008-05-292-2/+17
| | | | | | * Added 'detected around: value' when a x.Y detect occurs to help debug. * Fixed object text is too long to store to the database (wikilith)
* Mantis#1411. Thank you kindly for Dataserver.cs and a patchCharles Krinke2008-05-292-0/+10
| | | | | | that adds function stub to request region info by name and adds llRequestSimulatorData() and the dataserver event
* * Added a child agent check to the ChildAgentData Update to make sure that ↵Teravus Ovares2008-05-291-1/+5
| | | | you're a child agent before applying the changes from the grid comms. Doing this to rule it out as a source of a few bugs such as the Zombie bug and the Express Train to 0,0,0 bug.
* *Added a Few External Checks relating to scripts including the seperation of ↵mingchen2008-05-284-9/+107
| | | | runscript into 3 different situations (Rez, start stop)
* * Put in stubs for "load-oar" command, including ultra-primitive temporary ↵Justin Clarke Casey2008-05-281-3/+3
| | | | | | | | tar loading code * Currently as a test, this will successfully load only the first file of an opensim archive and do absolutely nothing with it
* Mantis#1406. Thank you kindly, Xantor for a patch that:Charles Krinke2008-05-281-1/+15
| | | | | | | | | llLoopSound sends out one packet to clients in view, so it doesn't work anymore when clients enter later on, or the prim is modified in any way. Solution: Stored sound data on prim, send full update instead. llStartSound and llLoopSound now accept both LLUUIDs to a sound as well as object inventory sound names. llStopSound clears prim data and sends full update.
* Formatting cleanup.Jeff Ames2008-05-286-61/+59
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* Thank you kindly, Melanie for a patch that:Charles Krinke2008-05-281-0/+2
| | | | | When renaming items in task inventory, they become useless. Fix attached
* Thank you very much, ChrisIndigo for a patch that:Charles Krinke2008-05-281-9/+25
| | | | | | | | If a script updates an object to the same position or rotation offset, the object triggers an update and storage of the object. This become more prevalent in sensor and timer events which may be firing frequently.
* Thank you kindly, Melanie for a patch that adds a two-stageCharles Krinke2008-05-281-1/+7
| | | | | | | check. It seems there may be a race. For me, this patch, just as it is here, fixes it.
* Thank you kindly, Melanie for a patch for script resetCharles Krinke2008-05-263-0/+22
| | | | | that creates the event handler chain ready to hook by script engines
* This cleans up a merge mess from the earlier checkin and implements ↵Dr Scofield2008-05-262-18/+45
| | | | | | | | llOwnerSay() via the newly created Scene.SimBroadcast() call.
* Adding OnChatBroadcast event logic to EventManager providing Dr Scofield2008-05-261-0/+16
| | | | | | | | | | | | | a clean interface for Sim broadcasts. Added SimBroadcast support to ChatModule. Removing all code from IRCBridgeModule dealing with agent/client directly. Cleaning up ChatModule. Polishing IRC messages, adding support for "/me" (both directions).
* * Minor: method documentation fiddling in SceneObjectGroupJustin Clarke Casey2008-05-261-4/+6
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* * Extract and boil down necessary texture UUIDs for an archive of the scene ↵Justin Clarke Casey2008-05-263-6/+17
| | | | | | | | prims * no user functionality yet
* * Refactor: Where possible, change visibility on InnerScene methods to ↵Justin Clarke Casey2008-05-262-89/+90
| | | | protected internal on the basis that they shouldn't be manipulated by outsiders
* * Refactor: remove code duplication between add ScenePresence methods in ↵Justin Clarke Casey2008-05-262-41/+4
| | | | InnerScene
* * Refactor: Separate out RemoveScenePresence and add into InnerScene to ↵Justin Clarke Casey2008-05-262-26/+40
| | | | match existing AddScenePresence
* Update svn properties. Formatting cleanup.Jeff Ames2008-05-256-56/+53
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* * A hacky Top Scripts display. It isn't accurate as far as ms accounting, ↵Teravus Ovares2008-05-254-0/+83
| | | | | | | however you can use it to help find out what scripts are causing your simulator to cry. * Access it from the Estate tools/Debug tab.
* Thank you very much, Melanie for a patch that:Charles Krinke2008-05-251-0/+6
| | | | | | | If the m_controllingClient member if a ScenePresence is null, that would cause a CTB. This patch fixes it.
* Thank you kindly, Tiffany for a patch that helps:Charles Krinke2008-05-252-6/+10
| | | | | | Drag copy a prim and the prim that is moved, persists. The prim that is created does not survive a restart.
* * phantom sculpties don't request the sculpt texture anymore.Teravus Ovares2008-05-252-3/+39
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* * Disabling isSelected check on object persistence backup (at least ↵Justin Clarke Casey2008-05-252-22/+30
| | | | | | | | | temporarily), since it appears we sometimes either don't receive or don't register deselect packets when prims are shift copied. * A better long term solution may be to address the problem of why we're not always seeing the deselects
* * Refactor: Collapses parts of different code paths in scene used when ↵Justin Clarke Casey2008-05-254-40/+27
| | | | deleting and unlinking an object
* * Refactor: Collapse some multiple remove object pathsJustin Clarke Casey2008-05-243-55/+65
| | | | | | * Push some delete functionality into InnerScene to match what's already there for adding objects