| Commit message (Collapse) | Author | Age | Files | Lines |
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SetRot method if the object is not active physical. This is important for scripted rotating doors. without AbsolutePosition = AbsolutePosition, the door won't rotate. It's also important that we do not use AbsolutePosition = AbsolutePosition if the object is active physical because that would cause a complete rebuild of the object which would break vehicles. This is the best of both worlds right now. Doors as child prim should work again so long as you don't check the Physical box.
* Thanks talentraspel
* Thanks NixNerd
* Thanks KittoFlora
* Thanks lockd
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not even supported by the underlying type, so there is no need to ask
for a type the script can not even supply.
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ScenePresenceAnimator class
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Adds osGetMapTexture() and osGetRegionMapTexture() methods to retrieve region map texture uuids
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script messages to region modules and sending back replies.
Hook IScriptModuleComms.OnScriptCommand to see commands and use
DispatchReply to reply to the script. It is recommended to pass the "id"
parameter from the event as the "k" parameter of the reply.
The script will receive the reply as a link message from link -1.
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extension mechanism, it's not a osFunction!
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unknown asset type, and log an error if it ever does happen
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When I attempt to 'save oar' on a region with thousands of scripts with timers, I get a NullReferenceException every time. The problem comes from inconsistent locking in SensorRepeat.cs of the SenseRepeaters List. It is iterated and modified in many places and these places are all wrapped in a lock except in the GetSerializationData(). This is the function throwing the exception because an item in the list becomes null during iteration.
The attached patch locks SenseRepeatListLock in GetSerializationData()
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avoiding locking and copying the list each time it is accessed
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use Watchdog.StartThread(). While your thread is running call Watchdog.UpdateThread(). When it is shutting down call Watchdog.RemoveThread(). Most of the threads in OpenSim have been updated
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of EntityBase.Rotation * Removed SceneObjectGroup.GroupRotation and added overrides for Scale/Rotation/Velocity"
This reverts commit 39842eb4af3b5a8c52d56c0f7f05ad54f0651bb0.
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ScriptDelayFactor in config
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of the named constants for the rule selector.
Information provided by Snowcrash
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implements a simple distance prioritizer based on initial agent positions. Re-prioritizing and more advanced priority algorithms will follow soon
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Util.UTF8 (not all references were switched since not all OpenSim libraries reference OpenSim.Framework)
* Shrinks the largest in-memory object, the LLRAW.HeightmapLookupValue struct (only used for exporting to LLRAW terrain files), to the minimum possible size. This seems to have the odd side effect of cutting the size of the two double[256,256] terrain objects in half. Possibly an alignment optimization?
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- adding LandDataSerializer to OAR mechanics
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of EntityBase.Rotation * Removed SceneObjectGroup.GroupRotation and added overrides for Scale/Rotation/Velocity"
This reverts commit 39842eb4af3b5a8c52d56c0f7f05ad54f0651bb0.
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there is only one element in the range, it must
also coincide with the specified stride. The
existing code assumes that the stride starts at
start ( which is the expected and most useful
behavior).
Signed-off-by: dr scofield (aka dirk husemann) <drscofield@xyzzyxyzzy.net>
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minimally. A few bugs to catch now.
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Http-in and makes the host name for URL generation configurable.
Applied with changes:
llGetSimulatorHostname was not changed, because the change breaks
existing behavior and carries a data exposure risk. That value needs
to be configurable, the proposed fixed change is not acceptable.
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in the Regions.ini (or xml) to the XmlRpcGridRouterModule
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now including iVoiceModule
This patch allows the land owner to dynamically set the SIP address of a particular land parcel from script. This allows predetermined SIP addresses to be used, making it easier to allow non OpenSim users to join a regions voice channel.
Signed-off-by: dr scofield (aka dirk husemann) <drscofield@xyzzyxyzzy.net>
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EntityBase.Rotation * Removed SceneObjectGroup.GroupRotation and added overrides for Scale/Rotation/Velocity
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