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2012-11-04Add a method to query all registered script constants to allow non-XEngineMelanie1-0/+2
script engines to use them.
2012-11-02Change to earlier commit for TargetVelocity to support distributed physics.Dan Lake1-3/+3
2012-10-31Add TargetVelocity to PhysicsActor interface to support distributed physics. ↵Dan Lake1-1/+1
No change to existing functions.
2012-10-31Make "show object part" command correctly display script status.Justin Clark-Casey (justincc)2-17/+48
Uses new IEntityInventory.TryGetScriptInstanceRunning() Makes it clearer that TaskInventoryItem.ScriptRunning cannot be used as it is temporary and not updated.
2012-10-30Store and send the current movement animation state to a new sim on crossingMelanie2-0/+17
2012-10-30Only create a new list to check if objects have reached targets if there ↵Justin Clark-Casey (justincc)1-5/+9
actually are any targets.
2012-10-29documenting some params on ISoundModule methodsSignpostMarv1-7/+16
2012-10-29Refactoring llTriggerSoundLimited with a new method on ISoundModule, as the ↵SignpostMarv1-0/+3
LL Wiki spec for llTriggerSoundLimited states an axis-aligned bounding box, not radial constraint
2012-10-29shuffling code around so that the interface for ISoundModule.SendSound() ↵SignpostMarv2-2/+2
specifies a UUID rather than a string
2012-10-29moving SendSound from SceneObjectPart to ISoundModuleSignpostMarv2-79/+24
2012-10-29fixing a bug in SceneObjectPart.SendSound where sounds would always come ↵SignpostMarv1-9/+8
from the root prim rather than the source prim
2012-10-29Factoring out a superfluous local variable & repeated assignment in ↵SignpostMarv1-10/+8
SceneObjectPart.SendSound as linksets are only meant to have a single owner
2012-10-29deduplicating code into a single LoopSound methodSignpostMarv1-4/+5
2012-10-29removing superfluous lines from SceneObjectPart.SendSoundSignpostMarv1-8/+0
2012-10-29adjusting parameter order of PreloadSound to be more logicalSignpostMarv1-2/+2
2012-10-29transposing LoopSoundMaster to Sound ModuleSignpostMarv1-0/+11
2012-10-29transposing preload sound onto sound moduleSignpostMarv2-31/+10
2012-10-29transposing stop sound into sound moduleSignpostMarv1-0/+6
2012-10-29documenting ISoundModule methods & fieldsSignpostMarv1-0/+28
2012-10-29formatting ISoundModule prior to documentationSignpostMarv1-2/+4
2012-10-29formatting changes to SceneObjectPart.SendSound; consistent indentationSignpostMarv1-34/+34
2012-10-29SceneObjectPart.SendSound can exit early if a sound module was not found.SignpostMarv1-4/+4
2012-10-29Changing the logic order in the TaskInventory iterator of ↵SignpostMarv1-1/+1
ScenObjectPart.SendSound, since we can currently have non-unique object inventory names so we should check the asset type first.
2012-10-29Replacing double-if block in SceneObjectPart.SendSound with Util.ClipSignpostMarv1-4/+1
2012-10-29stripping whitespace from ISoundModule, formatting SoundModuleNonShared.csSignpostMarv1-1/+1
2012-10-29making the max distance for sounds to be heard from their origin a ↵SignpostMarv1-0/+2
configurable option exposed via a public field on ISoundModule (with private setter in the implementation)
2012-10-29Fix memory leak where removing an NPC did not remove its circuits.Justin Clark-Casey (justincc)1-2/+3
This was because we were removing by circuitcode where NPCs have no code. Now removing by agent ID instead. This commit also fixes the "show circuits" console command to work properly where the circuit has no associated IP address.
2012-10-29Add "force gc" region console command which manually invokes garbage collection.Justin Clark-Casey (justincc)1-1/+2
For debugging purposes.
2012-10-28Deep copy the collection of at_target objects so it can't be modified whileMelanie1-2/+5
it's being iterated
2012-10-26Separate LSL's notion of the default anim from the actually playing anims.Melanie1-2/+4
2012-10-26Revert "Fix for Mantis 0006376: Avatar no longer show Walking animation when ↵Melanie1-1/+1
any AO hud is" This reverts commit fa484c3494a7190b4d7526094347be74d091e125.
2012-10-26refactoring IWorldCommListenerInfo.GetRegexBitfield() method to be a field ↵SignpostMarv1-2/+1
with a private setter
2012-10-26adding ability for listeners to be filtered by regular expressions and a ↵SignpostMarv1-0/+25
general-purpose function to see if a given string matches a given regex
2012-10-26Formatting and casing correction in WorldCommModule, trailing new line in ↵SignpostMarv1-1/+1
OSSL to get git diff to not complain
2012-10-26Comment out InventoryTransferModule.NeedSceneCacheClear() and invocations ↵Justin Clark-Casey (justincc)1-11/+13
since the call itself does nothing and the return value is ignored by all callers. This is a very old method (+4 years) so is probably confusing code cruft.
2012-10-25minor: if a scene is already shutting down on Scene.Close(), warn and exit ↵Justin Clark-Casey (justincc)1-0/+6
instead of attempting to run another shutdown concurrently. Thanks to Oren Hurvitz for this change.
2012-10-25Changed "course" to "coarse" in several placesOren Hurvitz1-7/+7
2012-10-25In Scene.Close(), dispose of the physics scene after base.Close() since ↵Justin Clark-Casey (justincc)2-6/+25
script events can still access Physics scene until the script engine shuts down (triggered off base.Close()) XEngine listeners to EventManager.OnShutdown which is triggered from base.Close(). Possibly it could listen for the earlier OnSceneShuttingDown instead, but the easier solution right now is to relocate disposal of the physics scene. This bug has existed since c150320 (Thu Jul 26 15:27:18 2012) and was in 0.7.4
2012-10-25Fix for Mantis 0006376: Avatar no longer show Walking animation when any AO ↵nebadon1-1/+1
hud is loaded. Thank you tglion
2012-10-25Fix script error messages not showing up in viewer 3 and associated viewers.Justin Clark-Casey (justincc)1-0/+12
Viewer 3 will discard such a message if the chat message owner does not match the avatar. We were filling the ownerID with the primID, so this never matched, hence viewer 3 did not see any script error messages. This commit fills the ownerID in with the prim ownerID so the script owner will receive script error messages. This does not affect viewer 1 and associated viewers which continue to process script errors as normal.
2012-10-25When scripts generate expected exceptions (e.g. due to checked bad ↵Justin Clark-Casey (justincc)1-1/+4
parameter) throw ScriptException instead of just a plain old exception. This is to make it easier to distinguish these exceptions from unexpected OpenSimulator problems internally and in regression tests. No functional changes.
2012-10-24Allow "show object", "show part", "dump object" and "delete object" to ↵Justin Clark-Casey (justincc)2-1/+36
accept a local ID as well as a UUID. This means that the sub-commands are now id rather than uuid, e.g. show object id
2012-10-23Add object count stats for new IncomingPacket and UDPPacketBuffer pools if ↵Justin Clark-Casey (justincc)1-2/+4
they are enabled. Add count stats for existing LLUDP pool. This introduces a pull stat type in addition to the push stat type. A pull stat takes a method on construction which knows how to update the stat on request. In this way, special interfaces for pull stat collection are not necessary.
2012-10-20minor: Rename assetCache constructor param in UUIDGatherer to assetService ↵Justin Clark-Casey (justincc)1-2/+2
which is what it is.
2012-10-19normalize quaternion.Slerp outputsUbitUmarov1-0/+1
Signed-off-by: Melanie <melanie@t-data.com>
2012-10-18Add number of inventory items to information displayed via "show part" ↵Justin Clark-Casey (justincc)2-3/+20
console command
2012-10-18Remove extraneous calls to the now commented CheckSculptAndLoadMelanie1-24/+0
2012-10-18 extend coment to include all unused SOG CheckSculptAndLoad()UbitUmarov1-3/+4
2012-10-18[DANGER UNTESTED] ODE mesh assets. Other plugins will not do meshs/sculptsUbitUmarov2-14/+18
now Signed-off-by: Melanie <melanie@t-data.com>
2012-10-16minor: Add/correct some doc messages associated with entity teleport.Justin Clark-Casey (justincc)1-2/+3
I believe UseCircuitCode is sent on EnableSimulator EQ message, rather than EstablishAgentCommunication At least with LL 3.3.4, EstablishAgentCommunication appears unnecessary in the teleport context - viewer still requests it though possibly only after TeleportFinish(). However, we will continue to send it.