| Commit message (Collapse) | Author | Age | Files | Lines |
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* 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
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logging messages
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* This shouldn't fix the existing appearance bugs, but neither should it make them worse.
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* reinstate debug level log message indicating when a child agent is made a root for future debugging purposes
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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.
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The attached patch fixes the bug where when linking in a new set of
prims to an already linked set of objects the prims were placed at the
end of the list rather than just after the root prim. ie. link prim
order result was different on OpenSim compared to an LL server. This
causes a few issues with respect to compatibility of scripts,
especially when using llCreateLink.
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* Implements the rest of llGetAgentInfo() with the exception of AGENT_BUSY.
* Thanks nlin
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* Temporarily disabled assert because it just picked up an existing bug. Yay for tests!
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Added AGENT_ATTACHMENTS and AGENT_SCRIPTED to llGetAgentInfo
Added to llGetAgentSize to include shoes in avatar height calculation.
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Attached patch adds detection of AGENT_WALKING
status to LSL function llGetAgentInfo()
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Attached patch protects against a NullReferenceException
in SceneObjectGroup.stopMoveToTarget (used by LSL function
llStopMoveToTarget). Thanks to M. Igarashi.
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the deleting of other, valid objects
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a bit faster.
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MemberwiseClone() also clones the "already backed up" flag, preventing prims
created by drag-copying from being persisted. If such a prim is made the root
prims of a link set, the entire set will not be persisted. Fixed now.
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remove any such objectsd from backup
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Also add experimental distance ordering for prims
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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.
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* Implement llGetRegionFPS()
* Thanks idb
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there are some circumstances in which not finding a user is not an error
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llGetAgentInfo (AGENT_FLYING, AGENT_ALWAYS_RUN, AGENT_AWAY, AGENT_MOUSELOOK, AGENT_TYPING).
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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
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per frame update heartbeat
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descriptive of what it actually does
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* This may help http://opensimulator.org/mantis/view.php?id=2377 where large linksets do not always correctly delete - since a lost kill packet to the client could result in
the symptoms described
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- minor formatting adjustments
- remove some trailing whitespace
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- objectGroup isn't needed here, just use the passed in argument
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when estate_settings.xml is empty or missing
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sliding doors
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for that...
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* Implemented a proper update thread
* Removed the UpdateLock Mutex as it's no longer needed because updates can only happen one at a time now.
* This should actually improve performance significantly.. But, see the warning on the next line!
* Warning: If there are deadlocks that the threadpool timer method was hiding, this will expose them for all the nastiness they are.
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the new surface touch parameters in 1.21 viewers.
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for the new surface touch parameters in 1.21 viewers.
TODO: add the touch args to OnGrabObject and OnDeGrabObject.
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XmlIgnored the SceneObjectPart.SitTargetAvatar property, as (afaik) this is only used to indicate that a avatar is sitting (or about to sit) on the prim.
And there are situations where it might not be cleared, like if a client crashes while sitting on the prim. Which results in that avatar's id getting stored in any xml backup or taking the prim into inventory. And then its always classed as a avatar is sitting on that prim.
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