| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
| |
for adding similar show commands.
|
|
|
|
|
|
| |
explicitly if there's an attempt to add any object with a zero UUID.
Callers themselves need to check that they're not attempting to add a null scene object.
|
|
|
|
|
|
|
|
|
| |
scene objects.
These can be run using the "nant torture" target. They are not part of "nant test" due to their long-run future nature.
Such tests are designed to do some testing of extreme situations and give some feedback on memory usage, etc.
However, data can be inconsistent due to different machine circumstances and virtual machine actions.
This area is under development.
|
|
|
|
| |
SceneObjectGroupsByFullID is updated elsewhere at the same time.
|
|
|
|
| |
texEntry) for region modules
|
|
|
|
| |
same grid don't have the publisher as owner.
|
|
|
|
|
|
|
|
|
| |
spurious errors and "script saved" messages when script properties were changed.
Viewers since at least Linden Lab 1.23 use the script upload capability to save script changes.
It's unknown whether the commented out code was working for very old viewers or not.
Code is commented out to reduce complexity and so that useful error messages don't need to be removed.
If there is a substantial population using extremely old viewers that can't upgrade to a newer version 1 viewer (e.g. 1.23) or similar TPV then this can be revisited.
|
|
|
|
|
| |
This allows NPCs to be sensed as agents by LSL sensors rather than as a specific NPC type (which is currently an OpenSimulator-only extension).
Wiki doc on this and other recent NPC functions will follow soon
|
|\ |
|
| |
| |
| |
| | |
spawn points
|
|/
|
|
|
|
|
| |
NPC, the npc's own key for an 'unowned' NPC and NULL_KEY is the input key was not an npc.
llGetOwnerKey() could also be extended but this does not allow one to distinguish between an unowned NPC and some other result (e.g. 'no such object' if NULL_KEY is the return.
Also, any future extensions to LSL functions by Linden Lab are unpredictable and OpenSim-specific extensions could clash.
|
| |
|
|
|
|
|
|
| |
AddInventoryItem() to accept an agent id rather than a full IClientAPI.
This stops some code having to make spurious client == null checks and reduces regression test complexity.
|
|
|
|
| |
RezNewScript() and rename one RezScript() to RezScriptFromPrim()
|
|
|
|
| |
ObjectCreateDelegate, ObjectDeleteDelegate
|
|
|
|
| |
OnObjectDuplicate
|
| |
|
|
|
|
|
|
| |
adjustment commit.
Left in the method doc.
|
|
|
|
|
| |
monocov was a code coverage attempt 3 years ago which no longer works.
other removed targets have been commented out or unused for a very long time
|
|
|
|
|
|
|
|
|
| |
OnObjectRemoved just once in the UrlModule itself, rather than repeatedly for every script.
Doing this in every script is unnecessary since the event trigger is parameterized by the item id.
All that would happen is 2000 scripts would trigger 1999 unnecessary calls, and a large number of initialized scripts may eventually trigger a StackOverflowException.
Registration moved to UrlModule so that the handler is registered for all script engine implementations.
This required moving the OnScriptRemoved and OnObjectRemoved events (only used by UrlModule in core) from IScriptEngine to IScriptModule to avoid circular references.
|
|
|
|
|
| |
rotating physical objects. This does not use physics. Currently the rate
of change is determined as 1 / (PI * Strength).
|
|
|
|
| |
Fix triggering of alerts when rezzing first script to an empty region, add login disable when loading oars.
|
|
|
|
| |
Move some added fuctions out of core into the addon module to keep things clean
|
|\ |
|
| |
| |
| |
| | |
This is being done outside the npc module since the check is meaningless for region module callers, who can fake any id that they like.
|
| |\ |
|
| | | |
|
| | |
| | |
| | |
| | | |
methods and expose on interface for external calls.
|
| |/
|/| |
|
|/
|
|
| |
location of the user's UAS. This corrects an earlier design which had some cases pointing to the profile server. WARNING: CONFIGURATION CHANGES in both the sims (*Common.ini) and the Robust configs (Robust.HG.ini). Please check diff of the example files, but basically all vars that were pointing to profile should point to the UAS instead and should be called HomeURI.
|
|
|
|
| |
rather than halting the IAR load with an exception.
|
|\ |
|
| |
| |
| |
| |
| |
| | |
Move setting from ini to existing facitilies - thanks justincc
toggle with console command: debug teleport
|
|/
|
|
| |
avies always land in 0,0
|
|
|
|
|
|
| |
Add configuration option - DEBUG to enable debugging methods. This is temporary for helping users testing teleport routing be able to report back the data with the test cases. We can remove when finished with this, or leave it if it proves to be useful.
Users: set DEBUG = true in OpenSim.ini to get more information from teleport routing. The default is false. It presently prints the TeleportFlags value.
|
|
|
|
| |
Switch to our TeleportFlags enum instead of LibOMV because we need to define a type for HG Logins. Also moved some debugging in ScenePresence into a function to make it simpler to enable/disable.
|
|
|
|
| |
Fix test to checking against bitfield instead of int
|
|
|
|
| |
Incoming HG owner/estate manager, etc. is routed according to the rules defined for teleports within the local grid. Left some commented debugging code inside so we can test other cases. Will remove when tings are settled in.
|
|
|
|
| |
Add some temporary debugging to the teleport routing to get a better view of what happens when HG jumps are made.
|
|
|
|
| |
Needed to breakout the ViaHGLogin check to it's own section. For some reason it would not factor in when combined with the other teleport flag types.
|
| |
|
| |
|
| |
|
|
|
|
| |
Route non-owner avatars according to land settings
|
| |
|
|
|
|
|
|
| |
other than falling again.
Addresses http://opensimulator.org/mantis/view.php?id=5839
|
|
|
|
| |
owner, can be destroyed only by the owner and only the owner can save their appearance. Added "NPC" as a flag to llSensor to sense NPCs and exclude them from "AGENT" results.
|
|
|
|
|
| |
inventory, stop it first in scene. If deleting from prims, move to trash
rather then making it poof.
|
|
|
|
| |
decoded, instead of just success/failure
|
|
|
|
|
|
| |
JPEG2000 decode of an asset
For debugging purposes.
|