| Commit message (Collapse) | Author | Age | Files | Lines |
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* Made Terrain texture temp (it's re-created on every run)
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diagnosed further.
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on Simulator makes sim unuseable->'Closed Connection Called'
* I've fundamentally changed a few things, so this is experimental
* The routine that I used needs to be tested on Linux. I don't expect it to cause a problem, but hey, it might.
* Child agents are still not logged off properly, so when the first set time out, the second set get logged off also, on the second log in if the second login is initiated before the first one fully times out.
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* Added Locking while the Copy is taking place.
* Added an error message to describe what's actually happening.
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error in Scene. Affects 6 files and is Mantis#201
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functions for the different datastore interfaces for Land Objects.
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Added: LinkNum to SceneObjectPart
Added: Bunch-o settings of LinkNum in SceneObjectGroup
Added: llGetNumberOfPrims()
Added: llGetLinkNumber()
Added: llGetLinkKey()
Added: llGetLinkName() (and change to string return type)
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works, but the actual ban lines, etc are not done.
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* SelectAABB + Radio Button Action + 'brush size' + Apply works now.
* There's something wrong with the byte for brush size that causes it to be unpredictable sometimes causing massive spikes. This appears to have always been this way, however it's more noticeable now that you can apply the effect to a selection of terrain.
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race conditions such as that in mantis #190
* Make inventory messages more verbose. Hopefully they aren't now too verbose
* This may resolve some grid instability but it's likely there's much more out there.
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* Now sending South and East cords to the terrain editor..
* No new functionality from a user perspective
* Programming wise, there's enough information to get the select based terrain editor working in an upcoming revision.
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subfolders work, moving folders works.
Tested only in MYSQL, but may work in MSSQL and sqlite.
Probably not working in standalone mode.
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slowdown and not the 'catching up'.
* Used the words 'googly moogly' in code. (always wanted to do that)
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Added script (add-copyright.sh) to make doing this relatively painless.
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looks okay, and doesn't seem to break anything. Just move around to stand up.
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* Adding namesetting to Create
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to handle starting/stopping of the typing animation.
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object count on sim stats.
* Fixed a rare, but possible NullReferenceException
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* Did some voodoo math on the sim FPS to make the values 0-50
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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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SceneCommunicationService
* This will fix the grid mode (not seeing regions) issue
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initializes during initial instance startup. (as opposed to waiting for 'all of the regions' to initialize first)
* Removed hackish timer based client notification about regions up (no longer needed)
* Added a comment about an inventory based login failure that causes me lots of greif testing and debugging. Comment includes *why* it's failing.
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Changes flying animation to hover when not moving (as per Teravus's suggestion).
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empty, but with the Id and 1-to-1 child fields instantiated and randomized.
* Added two shape constants that
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inventory
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llFrand, llSetColor, llGetColor, llSetTexture, llGetTexture,
llSetAlpha, llGetAlpha, llRotateTexture, llScaleTexture,
llOffsetTexture, llGetTextureOffset, llGetTextureScale, llGetTextureRot.
With these changes the "kan-ed" script #2 should be working.
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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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Refractored the TextureDownloadModule (but currently to make debugging easier, it is running as a non shared module, so this results in a instance of this module being created for each region (and a extra thread per region), this will be changed back soon.
Removed the old texture handling/sending code from AssetCache.
A few other small changes/fixes.
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notice of doom
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misc cleanup and code convention fixes.
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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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inventory server, and not from the region.
Also: it appeared to work the first try, so I have probably done something horribly wrong.
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Note: only tested in grid mode, and emptying trash is still not implemented.
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coming back up.
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