| Commit message (Collapse) | Author | Age | Files | Lines |
... | |
| |/ /
| | |
| | |
| | | |
methods directly rather than through Scene may allow race conditions.
|
| | | |
|
|\ \ \
| |/ /
| | |
| | |
| | | |
Conflicts:
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
|
| | | |
|
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
EstateSettings.IsEstateManagerOrOwner() to reflect what it actually does.
This makes it consistent with other parts of OpenSimulator that are treating ESTATE_MANAGER and ESTATE_OWNER as different entities.
As per opensim-dev mailing list.
|
|\ \ \
| | |/
| |/|
| | | |
careminster
|
| | | |
|
| | |
| | |
| | |
| | | |
scenepresence TeleportWithMomentum(), since actor.Velocity was selected by original coders as the input of a desired velocity (even 'forces') that is modified by character conditions, like not changing velocity.Z if it is in free fall.
|
| | |
| | |
| | |
| | | |
maybe a sitting offset. For reasons i don't understand that also seems to crash ode more when i let this rays colide with heighmaps (ubitODE with normal ode lib).
|
| | |
| | |
| | |
| | | |
RegionHeartbeatEnd if agent is sitting. Also restore Velocity in teleportWithMomentum()
|
|\ \ \
| | |/
| |/| |
|
| | | |
|
| | | |
|
| | | |
|
| | | |
|
| | | |
|
|\ \ \
| |/ /
| | |
| | |
| | |
| | |
| | |
| | | |
Conflicts:
OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveWriteRequest.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs
OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs
|
| | | |
|
|\ \ \
| | |/
| |/|
| | | |
careminster
|
| | |
| | |
| | |
| | | |
center but a average of positions relative to root prim ignoring prims details, so no need to use physics engine.
|
| | |
| | |
| | |
| | | |
sop.PhysActor, so made it return void.
|
|\ \ \
| | |/
| |/|
| | |
| | | |
Conflicts:
OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
|
| | |
| | |
| | |
| | | |
Signed-off-by: nebadon <michael@osgrid.org>
|
|\ \ \
| |/ /
| | |
| | |
| | | |
Conflicts:
OpenSim/Region/Framework/Interfaces/IEstateModule.cs
|
| | |
| | |
| | |
| | | |
originally proposed in SL Jira (https://jira.secondlife.com/browse/SVC-244).
|
|\ \ \
| |/ /
| | /
| |/
|/|
| | |
Conflicts:
OpenSim/Region/Framework/Interfaces/IScriptModule.cs
OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
|
| |
| |
| |
| | |
Signed-off-by: Melanie <melanie@t-data.com>
|
| | |
|
|\ \
| |/
| |
| |
| |
| |
| |
| |
| | |
Conflicts:
OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
OpenSim/Region/CoreModules/World/Land/LandObject.cs
OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
|
| |\ |
|
| | |
| | |
| | |
| | |
| | |
| | | |
ever using the root prim one, store on SOG instead.
This reduces pointless memory usage.
|
| | |
| | |
| | |
| | |
| | |
| | | |
only ever using the root part entry.
This eliminates some pointless memory use.
|
| | | |
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
or attachments.
Return relative position to root prim rather than 0,0,0.
Should fix same issue with llGetLocalPos()
http://opensimulator.org/mantis/view.php?id=5951
|
| | |
| | |
| | |
| | |
| | | |
As per http://lslwiki.net/lslwiki/wakka.php?wakka=llGetMass
This is the mass as used by the physics engine (ODE or Bullet).
|
| | |\ |
|
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
prim collision status
factor out common SOP physics scene adding code into a common SOP.AddToPhysics() that is the counterpart to the existing RemoveFromPhysics()
|
| | |/
| |/|
| | |
| | | |
HGInventoryAccessModule where it belongs. They need to exchange some events, so added those to EventManager. Those events (TeleportStart and TeleportFail) are nice to have anyway.
|
| |/ |
|
| |
| |
| |
| | |
bit fields in place of 6 individual checks ||'ed
|
| | |
|
| |
| |
| |
| | |
functions naming is misleading, Here Apply means to apply a instante impulse that may add to previus unprocessed ones and not setting a permanente torque (that is done by llSetTorque).
|
| | |
|
| | |
|
| | |
|
| | |
|
| | |
|
|\ \
| |/
| |
| |
| |
| |
| |
| | |
Conflicts:
OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
|
| |
| |
| |
| |
| |
| |
| |
| | |
null then assume it was still not null in later code.
Another thread could come and turn off physics for a part (null PhysicsActor) at any point.
Had to turn off localCopy on warp3D CoreModules section in prebuild.xml since on current nant this copies all DLLs in bin/ which can be a very large number with compiled DLLs
No obvious reason for doing that copy - nothing else does it.
|
|\ \
| |/
| |
| |
| |
| |
| |
| | |
Conflicts:
OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
OpenSim/Tests/Common/Mock/TestClient.cs
|