| Commit message (Collapse) | Author | Age | Files | Lines |
... | |
|
|
|
| |
shouts, 'This is my sim, get out!'
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
From Melanie... Thanks Melanie!
.
|
|
|
|
| |
a rootpart that isn't found. Added a way to tell if it's an attachment.
|
|
|
|
|
|
|
|
| |
them out.
* Fix for Scene.Inventory.cs - It assumes every entity at startup is a SceneObjectGroup. (Actually, this shouldn't have compiled[!] without a warning.)
* Fix for LandManager at startup - it assumes there's a land channel when perhaps there isnt. (Bug that needs another refactor to fix. [Mike - I've assigned a ticket to you about this])
|
|
|
|
| |
Properties.
|
|
|
|
|
| |
* Added back a sleep to the kick routine so users get a 'you have been logged off message' when they get kicked from the simulator for various reasons (like 'the simulator is going down')
|
|
|
|
|
| |
* The split image packet sender doesn't like to be refactored (images don't load after it's been refactored), so left that as is for the moment.
|
| |
|
| |
|
|
|
|
|
| |
*Moved OnSignificantClientMovement to where it is supposed to be - SceneEvents and not ScenePresence
|
|
|
|
|
|
|
|
| |
ironically, was disabled, though it wasn't making much difference).
* These messages keep getting confused with other problems - just going to have to try to remember to add these to stats or something so at least they don't completely disappear
|
| |
|
|
|
|
|
|
|
| |
* The first time you set the sculpted texture of a prim you might have to futz with it to get it to generate a sculpted physics proxy
* Note that there are already issues in Trunk, (such as the prim scaling issue and prim jumping issue. Essentially editing is difficult right now)
* This just adds to the experimental nature of trunk. :D
|
|
|
|
|
| |
* Minor tweak to Permissions/PermissionsModule.cs
|
|
|
|
|
|
|
| |
it to the prim shape.
* Added some stuff around sculpted prim meshes.. but it's just there so the project compiles now.
|
|
|
|
|
|
|
| |
permission module to follow this.
*This makes permission checking much more modular; allows restrictive and granting module to be made without modifying the existing permission module
|
|
|
|
| |
perms are in line with project goals.
|
| |
|
|
|
|
|
|
|
|
|
|
| |
Patch to schedule terse update on deselect, specifically so llTargetOmega
sets rotational velocity on deselect.
This should complete our llTargetOmega support and fix:
http://opensimulator.org/mantis/view.php?id=1178
|
|
|
|
|
| |
* Eventually this codebase will be clean. >_>
|
|
|
|
|
|
|
|
|
|
|
| |
* Fixes Sculpty handling
* Fixes Light handling
* Fixes Flexi handling
* Fixes Sculpty + Flexi handling
* Fixes handling of Flexi type
* Fixes Changing prim type after changing to sculpty corrupting prim.
* Ugly code.
|
|
|
|
|
|
|
|
|
| |
seen in one of the crashes of mantis 1163
* It's not impossible that this could lead to deadlock where sessions simply appear to freeze, even though the region console still responds.
* If this is the case, please file a mantis
|
| |
|
|
|
|
| |
sitting on an object.
|
|
|
|
|
|
|
| |
PROGRAMMERS. NAUGHTY.
* Thanks to Andrew (DeepThink) for working on this one.
|
|
|
|
| |
llTakeControls works now along with the 'release controls button'. llReleaseControls() works mostly :D.
|
|
|
|
|
|
| |
set vel, acc, and rvel in the packet (though this isn't done yet).
|
|
|
|
|
|
|
| |
Theoretically.
* I've still got to test, it's still theoretical code :D. Good thing it isn't enabled by default!
|
| |
|
| |
|
|
|
|
| |
multiple functions that register with the class and return the result (usually true/false) based on those results. This is useful for module wanting to put their opinion in decisions such as 'can the user rez this object?'
|
|
|
|
|
|
|
|
|
|
|
| |
The attached patch moves the sun module incrementally nearer where it
needs to be. Default behavior, i.e. no overriding configuration is to
match Second Life's diurnal/nocturnal rhythm.
All designated values are now sent to the client.There remain a couple
of unanswered questions about how this SHOULD be implemented though.
|
| |
|
|
|
|
|
|
|
| |
instead of hardcoding to zero when the primitive is non physical.
llTargetOmega should work now.
|
|
|
|
|
|
|
| |
the scene...more to standards
*LandChannel no longer requires libsecondlife.Packets (it should have never needed it in the first place)
|
| |
|
|
|
|
| |
visible features.
|
|
|
|
| |
not the attachment.
|
| |
|
|
|
|
| |
extract a lump of code out to a region module
|
|
|
|
| |
libsecondlife.packets
|
|
|
|
|
|
|
|
| |
* Moved script errors to the debug channel.
* Typing '/2147483647 OK' results in a debug_channel message.
* Expanded the available parameters that are send-able through IClientAPI
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
attracts zombies.. a recipe for llRezObject
* Original patch by YZh Thanks YZH!!!!
* object_rez event patch by Melanie, Thanks Melanie!!!
* Some fixups, some missing things(velocity,rotation)
* script delay
* Recoil
* Standard error messages
* Standard silent failures
* Easter egg management
|
| |
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
| |
allowed!
*Started cleaning up the land module
|
|
|
|
| |
won't be useful until we let the client cache (again?)
|