| Commit message (Collapse) | Author | Age | Files | Lines |
... | |
| | | |
|
| | |
| | |
| | |
| | | |
EntityBase.Rotation * Removed SceneObjectGroup.GroupRotation and added overrides for Scale/Rotation/Velocity
|
|\ \ \
| | |/
| |/| |
|
| |/
| |
| |
| |
| |
| |
| | |
before border crossing
* Fixes 'Inconsistent Attachment State' when teleporting into another region besides the SW most region slot on a MegaRegion.
* Fixes a host of other unintended attachment border cross edge cases that lead to Inconsistent attachment state.
|
|/ |
|
|
|
|
| |
null checks on m_rootPart
|
|
|
|
|
|
| |
right in the new border framework.
* This also contains some inactive preliminary code for disconnecting combined regions that will be used to make one root region a virtual region of a new root region.
|
|
|
|
| |
and idle performance.
|
| |
|
|
|
|
| |
* Use List<Border> for each cardinal to allow for irregular regions.
|
|
|
|
| |
and a lot of cleaning.
|
|\
| |
| |
| | |
inventory-connector
|
| | |
|
|/ |
|
|
|
|
| |
use this abstraction.
|
|
|
|
| |
allow final deletion of objects. Meant to support the attach(NULL_KEY) event,
|
| |
|
|
|
|
|
|
|
| |
* Fixes scaling a group in some situations.
* fixes mantis #3886
* Thanks jonc!
|
|
|
|
|
|
|
|
|
| |
linkset, made each of those prims rotate around its own centre rather than around the geometric centre of the selection like they should do (and like the client expects).
This involved adding a new OnUpdatePrimSingleRotationPosition event to IClientAPI so that we can get the changed position from the client.
Btw adding new events to IClientAPI is really tedious where you have to copy the change across to at least 5 or 6 other files.
[Note this doesn't fix the bug where any rotation changes to the root prim (but not the whole linkset) cause rotation errors on the child prims.]
|
|
|
|
|
|
|
| |
correctly.
So next step is to clean up that code and wait for bug reports.
|
| |
|
|
|
|
|
| |
Still more work needed to get linksets to rezz correctly (not in the ground)
|
| |
|
| |
|
| |
|
|
|
|
| |
containing all the prims in the group is used for working out the rezzing point. So that none of the child prims are underground. Or at least thats what it is meant to do, still needs more testing and there are still some issues with link sets getting rezzed too high above the ground/target prim.
|
|
|
|
|
|
|
|
| |
The patch included updates the root and child prims' AttchedAvatar
with the right UUID. It also cleans the AttachedAvatar properties
for the root and child prims on Drop and Detach
|
|
|
|
| |
side created objects
|
|
|
|
| |
LICENSE.txt.
|
|
|
|
|
| |
remove a redundant debug message
|
| |
|
|
|
|
| |
can be found
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
| |
-- please see the example. Affects region servers only.
This may break a lot of things, but it needs to go in. It was tested in standalone and the UCI grid, but it needs a lot more testing.
Known problems:
* HG asset transfers are borked for now
* missing texture is missing
* 3 unit tests commented out for now
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
|
| |
* No functional change
|
|
|
|
|
| |
This makes re-rezzed temp-on-rez objects visible, too. Fixes Mantis #3405
|
|
|
|
|
|
|
|
| |
arbitrary combinations of root and child prims from one or multiple
link sets. Please test throughly and consider things UNSTABLE until
this is proven out.
|
|
|
|
|
| |
Cleanup tabs and spacing.
|
|
|
|
|
|
|
|
| |
Changes to enable script state persistence across non-restart
serialization situations (inventory/OAR/attachments)
Also fixing test cases for OAR and IAR so they don't barf with the new code.
|
|
|
|
|
|
|
|
|
|
|
| |
An attachment with the physical checkbox checked will not allow the
phantom checkbox to be cleared. This interfers with scripting
functions such as llMoveToTarget(), which won't work while an object
is phantom. If the prim containing the script is rezzed to the ground,
it will then allow the phantom checlbox to be cleared, and the script
works as expected.
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Addresses Mantis #3381
The current implementation works as expected if the object has no rotation or
only rotation around the Z axis; you can spin the object left or right (around
the world Z axis).
It works a little unexpectedly if the object has a non-Z-axis rotation; in this
case the body is spun about its local Z axis, not the world Z-axis. (But SL
also behaves oddly with a spin on an arbitrarily rotated object.)
|
| |
|
|
|
|
|
|
|
| |
avatars.
Fixes Mantis #3160
|
|
|
|
|
|
|
| |
original target id.
Fixes Mantis #2861
|
|
|
|
|
|
|
|
|
|
| |
llSetHoverHeight() should not clamp the x/y position of an object the way MoveTo does,
and it should recalculate the absolute height to hover at as an object moves to reflect
the current ground/water height under it.
Correctly implementing required adjusting the Physics interfaces and implementing at
the physics plug-in level. The attached is a patch that correctly implements
llSetHoverHeight() including updates to the ODE physics plug-in.
|