| Commit message (Collapse) | Author | Age | Files | Lines |
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* Converted a large number of read-only fields to be actually, readonly.
* Reformatted code sections.
* Removed redundant code.
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with namespaces.
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conflict monster later. Not done yet, doesn't crash the server.
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you rez it on. Including multi prim groups and prim that have different X/Y/Z scales.
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* This is one of those times (should fix build)
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Melanie!
RE: 0001079: r4387. touch() event does not fire when touch script is in root prim and child prims are touched
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Thanks A_Biondi and Melanie!
* This builds but might not work. JustinCC will examine.. it may work out of the box.
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child prim in an attachment and get the proper pie menu. You get the attachment axis scope in the edit box.
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Note: This is the first part of some changes from Dr Scofield to support console-less operation of an OpenSim region server.
The changes are not yet complete.
* refactors OpenSimMain into two classes: OpenSimMain and
OpenSimMainConsole. OpenSimMainConsole derives from OpenSimMain
and basically is the "old" OpenSimMain
* drops StartConsole from RegionApplicationBase (was only called
from the "old" OpenSimMain anyhow)
* reverts the changes to TryGetScene(string, out scene) as that
seems to work perfectly fine
* adds a check to region-remove to see whether
m_sceneManger.CurrentScene is non-null before comparing it against
the region-to-be-removed
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* In the future this should be a config option... and, hopefully this tides the builders over for a little while.
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to do a change-region first. Careful though. I still suggest you do a change-region first.
* Patch from Melanie to implement touch_end.
* Thanks XenReborn!. Thanks Melanie!
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and detach from inventory.
* Detaching from right clicking in world, detaches to your inventory.
* If you go up to a prim and attach it from in world, it appears in your inventory.
* Attachment placement is saved when you detach them.
* Choosing wear remembers your last attachment point from inventory.
* Wrote a method to update an inventory item's asset and sends the updated inventory item to the Client
* Wrote a recursive method to find the folder of a known existing inventory item.
* Removed a block on physics object position on creation. This might crash a region or two, let us know via Mantis if your region crashes because of a physics out of bounds error.
* Drop doesn't work. The menu item doesn't even come up. Don't know why :P.
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I need them to be for attachments.
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inventory
* Now, if you own an item in a prim, you should be able to successfully drag it back into your inventory
* Temporarily, users which are not owners of the item cannot copy it, even if 'everyone can copy' is set
* This is pending fixes/implementation of upstream permission implementation
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avatar. Those dastardly objects stick to you.
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* Causes the internal handling of attachments to put the prim group conceptually at the position of the avatar instead of 0,0,0
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properties panel for a prim's contents working
* Temporarily hacked things to bring our protocol data flow to be pretty much completely identical to the Linden's for this - to absolutely no avail.
* Leaving commented code in as a springboard for some future attempt
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animation.
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While I didn't use the patch directly, I did use the following from the patch to convert the uint value into the byte: (byte)((m_attachmentPoint % 16) * 16 + (m_attachmentPoint / 16))
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Please adjust your editors to not use hard tabs.
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* Your friends can see your attachments now. People who appear in the sim after you've attached something can also see your attachments.
* You can position & rotate your attachments now. Positions do *not* save.
* You can detach attachments now the regular way.
* Attachments do not cross into other regions with you..(this isn't too far off)
* Updated ODE to not request terse updates on child prim.
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the example economy module, implements llSetPayPrice(), money() and llGiveMoney() in scripts. Thanks Melanie!
* Moves module loading before the script engine so the script engine can pick up events from modules registering interfaces with scene.
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* Currently if you apply that to only one or two axis you get unpredictable and sometimes explosive results.
* Three axis works well enough to play with it anyway. More work is needed here.
* Fixed an incorrectly named method in ODE.NET
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tglion!
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the attached patch fixes http://opensimulator.org/mantis/view.php?id=936
aka load-xml/load-xml2 crashing. problem lies with basic physics not
creating physics actors. the solution was already present in
SceneObjectPart.cs.
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* Made the scene's scriptDanger method more generic so both the llScriptDanger method and the Script engine method use the same private method.
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RemoteAdminPlugin to fix a compile error introduced by the Radmin patch.
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the attached patch set is centered around RemoteAdminPlugin and focuses
mainly on making it more robust (i.e. more parameter checking and better
error reporting) but also we've re-implemented the LoadTerrain stuff that
got disabled during the terrain code reworking:
* missing PostInitialize() calls on region modules that were loaded
for regions created via RemoteAdmin's CreateRegion XmlRpc call
* re-implements RemoteAdmin's LoadTerrain XmlRpc call (probably lost
during the TerrainModule rework)
* adds lots more parameter checking and error reporting to RemoteAdmin
* adds a read-only property to RegionApplicationBase so that we can
access the CommsManager
* adds Exceptions to TerrainModule so that we get better error case
feedback (and can report more meaningful errors in turn)
* adds a CheckForTerrainUpdate() call to
TerrainModule.LoadFromFile() to make terrain changes effective
* adds TryGetCurrentScene(LLUUID) to SceneManager so that we can
retrieve Scenes not only by name but also by LLUUID
cheers,
dr scofield
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(this took a while to run).
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* A much more significant fix is required to clean up the cache when a user moves out of a region, but really better handling of delayed inventory cache updates needs to be
written first, and possibly better affinity to cut down agent inventory requests when the move is between two regions hosted on the same server.
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* All objects are not touchable by default now
* When a script listens for one of the touch events in the state, an object becomes touchable.
* All LSL scripts report which events they consume now
** This uses semi-complicated Regex to discover the events, stick them in a dictionary, and then write a method call into each script state's state_entry() event.
** Tedd may figure out a better way to do this in the future. For now, this works for LSL.
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Linked objects won't scale together properly, only the root object scales.
This happens with scaling both up and down or inputting numbers in the edit dialog.
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