| Commit message (Collapse) | Author | Age | Files | Lines |
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passed to ForEachScenePresence checks for !IsChildAgent first. It consolidates child and root handling for coming refactors.
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This causes false positives if a simulator has more than 1 region and the current region is 'root' since this sends the command separately to each region and each region has its own XEngine
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PARCEL_GROUP, PARCEL_OWNER, ESTATE_MANAGER and REGION_OWNER can be combined with the existing agent uuid option to limit ossl functions to agents and owner classes.
Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
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Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
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Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
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Thanks thomax for a patch to add handling for Sun/Moon pos.
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a single script by giving the script item id (which can be found via scripts show).
Not an ideal way to do this on a region with many scripts. Needs refinement later.
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scene presence by client ID.
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These will stop all running scripts and start all stopped scripts respectively.
A stopped script does not save any events for later processing.
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On resume, we need to place requeue the script for event processing if there are any events on the queue.
Also need to do this under m_Script lock in order to avoid a race
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These aim currently to suspend and resume all scripts.
However, resume isn't currently working due to what looks like a bug in resume functionality itself.
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The item ID is the one required for any script manipulation on the command line, so I think it's somewhat more useful to show this bearing in mind the limited space available
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engine in the current region.
Also added synonym of "scripts show"
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GetAvatarOnSitTarget() which returned exactly the same thing
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understandable
This makes something like osNpcSit(npc, llGetKey(), OS_NPC_IMMEDIATE) now become
osNpcSit(npc, llGetKey(), OS_NPC_SIT_NOW);
This is why it's in development :)
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Allows you to stand an NPC that has sat.
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Format is osNpcSit(<npc-uuid>, <target-uuid>, OS_NPC_SIT_IMMEDIATE)
e.g. osNpcSit(npc, llGetKey(), OS_NPC_SIT_IMMEDIATE);
At the moment, sit only succeeds if the part has a sit target set.
NPC immediately sits on the target even if miles away - they do not walk up to it.
This method is in development - it may change so please don't trust it yet.
Standing will follow shortly since that's kind of important once you're sitting :)
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module is disabled.
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user knows why they are waiting.
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this new flag set parcels claim date
value 0 for this flag set current unixstamp
http://opensimulator.org/mantis/view.php?id=5725
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idiomatic LastReportedSimFPS and LastReportedSimStats on SimStatsReporter
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than going through scene
I know this goes against the law of demeter but I don't think it's that useful here and I'd rather get rid of nasty little wrapper methods
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handlers for attachments to call public interface and rearranged module file into sections
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rather than ""
As per http://wiki.secondlife.com/wiki/LlGetTexture
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the inventory name rather than the asset UUID
This is as per http://wiki.secondlife.com/wiki/LlGetTexture
Applied patch in http://opensimulator.org/mantis/view.php?id=4552 with an additional break statement if an inventory item is found to exit early.
Thanks Michelle Argus!
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converted back and forth between ScenePresence and IClientAPI. More to be done still.
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when an avatar sits on a prim, we get now his key & name ;-)
http://opensimulator.org/mantis/view.php?id=4476
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http://wiki.secondlife.com/wiki/LlAvatarOnLinkSitTarget
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reflect what it actually does
This also makes it consistent with some other methods that send data to the client.
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out that prim's local id in the error message.
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rather than the script thread.
This is to prevent the aborting of attachment script threads on teleport from aborting the one actually doing the teleport.
This allows OSSL teleport functions to work when invoked on scripts in attachments (and huds, I assume)
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calling through the SOP, which doesn't make conceptual sense anyway.
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It's never possible for SOG to have no RootPart, except in the first few picosends of the big bang when it's pulled from region persistence or deserialized
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The only times when ParentGroup might be null is during regression tests (which might not be a valid thing) and when scene objects are being constructed from the database.
At all other times it's not possible for a SOP not to have a SOG parent.
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pointless duplication of identical values
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This does a tiny bit to reduce code complexity, memory requirement and the cpu time of pointlessly setting this field to the same value in every SOP
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Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
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Apart from one obvious bug, this was failing because attempting to serialize the script from inside the script (as part of saving the attachment as an inventory asset) was triggering an extremely long delay.
So we now don't do this. The state will be serialized anyway when the avatar normally logs out.
The worst that can happen is that if the client/server crashes, the attachment scripts start without previous state.
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DetachSingleAttachmentToInv() for consistency and to reflect it's actual behaviour
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if all faces have their own textures then the default texture is null
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BulkInventoryUpdate after accepting inventory items.
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