| Commit message (Collapse) | Author | Age | Files | Lines |
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* Added a few more comments.
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button when over them and colliding
* Reverted the avatar portion of the inter-penetration physics scene explosion management, it needs more work.
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correctly accepting prim inventory script updates.
No user functionality yet.
Refactoring to follow.
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Adding:: llSetParcelMusicUrl(), llGetRootPosition(), llGetRootRotation(),
llGetGeometricCenter(), llSetLocalRot(), llListReplaceList(),
llGetObjectPrimCount(),llGetParcelDetails(), llGetParcelMaxPrims(),
llWater(), llGetLocalRot(), and llGetAccel()
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llGetVel(), llGround()
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Reverts the LSL Texture/Color functions back to the original code, allowing them to function again
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attempt when the asset server is lagging by formalising the de facto polling.
This may not be the best solution in the long run, but should improve things for now.
This may also improve reliability when updating inventory item metadata (e.g. renaming an item) and in retrieving textures
for the main map view.
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script to prim inventory
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* Fixes:
* -- duplicating Active physical object causes objects to explode in opposite directions
* -- Rezzing objects too close to you avatar causes avatar to shoot around in odd directions
* Vanity
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spew in the debug when land was selected
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* This fixes a *bunch* of Mantis bugs related to the following
* -- Neighbouring simulators not appearing after relog
* -- Login to simulator only to be logged off by simulator.
* -- ThreadAbort
* -- Unable to shutdown circuitCode: x
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INI under [RemoteAdmin] with the name access_password
*Removed a few more unneeded exceptions in land that has been fixed
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developer can see it in the environment, but it doesn't cause any adverse effects.
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*Restricted lines just give you a friendly warning for now
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null objects?)
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banlists.
* Added a way for Grid based configuration parameters to (generally used in overriding functionality) to get to the regions on Registration.
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Works with LibSL rev>1532
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be used for parcel banning goodness
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*Added an event that is triggered when an agent enters a new parcel
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within it.
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* added Util.Clip(value, min, max)
* modified asset cache's numPackets calculation to use max packet size (600) instead of 1000
* removed a few magic numbers
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blocking done yet.
*Made the OnSignificantClientMovement distance from .02 to .45 to make it easier on the server.
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*Fixed typo causing access lists not to be stored correctly in sqlite
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datastore is sqlite
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* Added Incomplete Handling of the EstateCovenantRequest packet
* Added Incomplete Handling of the EstateOwnerMessageRequest.ChangeEstateCovenantid method
* Fixed a race condition with avatar animations
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* Removed unchecked TryParse, replaced with Parse as we were not checking for success and could lead to weirdness if an exception is ignored.
* Removed unused variable m_newAvatar
* Removed several unused try{}catch(Exception e){}'s.
* Added null assignment in simpleapp to prevent warning.
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* Made Terrain texture temp (it's re-created on every run)
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texture should now work.
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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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occurs.
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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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