| Commit message (Collapse) | Author | Files | Lines |
|
hence always retuning false on GenericObjectPermission.
|
|
* It's a known fact that the greater the friction the more computationally intensive a physics simulation with it is....
|
|
* Set the avatar's radius to 0.37m, I think this gives the *best* balance between spaces the avatar can fit, and the ability to climb steps
* Fixed a few things
* Tweaked some more
* Played with gravity (-9.8m/s)
|
|
events can use llDetect*-commands to find information about event.
|
|
before this'll do anything. Be careful with this function as it's easy to loose prim.
|
|
* added SetOwnerId that... sets.. OwnerId... on all parts.
|
|
* An example changed event syntax is at: http://opensimulator.org/wiki/Changed_Event_Example
* You can use this to trigger actions in your script if someone sits on your object_rez
* You can use this to figure out all of the CHANGED_ constants except for CHANGED_REGION, CHANGED_TELEPORT, and CHANGED_ALLOW_DROP
|
|
move the prim and then stand up!
* Enter llSetPos elevators and conveyors n' stuff.!
|
|
elevated with positive or negative values
|
|
region again without breakage
* This includes their inventories
* Also, this revision properly synchronizes prim inventory crud.
|
|
* Fixed a bunch of goofy math for calculating the sim stats counters
* Made most of the sim stats counters additive so it's easy to change the sim stats interval
* Changed the sim stats send interval to 3 seconds
|
|
* This means that you can take an object from a region and rez it somewhere else, with its inventory intact.
* As for earlier, at this stage only scripts can be placed in inventory
* This isn't an efficient implementation, a better one will probably need to come along soonish
|
|
(libsl PermissionMask)
|
|
network accounting required it... with it being the lowest updated stat.
* Time dilation is off now.. because it's the additive of the 0.91 * 10 (adds a second) / 5( the number of seconds since the last update) which results in 0.41td as common
* Slowing down the network accounting update will probably fix the red issue.
|
|
on accessing AckList
* introduced __TryGetValue__ (learn to love it!) instead of ugly ifs and catch
|
|
|
|
|
|
|
|
accurate.
* We're only missing, the script related sim stats counters and the Images time counter and the Pending Uploads counter. The rest of them are actually implemented now.
|
|
SimStatsReporter
* This doesn't take into account the throttler, it just assumes the throttle limit isn't reached.
|
|
over and over again instead of creating 1 a second.
* Added frame Milliseconds, Physics Milliseconds and Other Milliseconds to the Sim Stats Reporter so we can start to figure out what the slowdowns are. (these were the most convenient to get and had just about no overhead.
|
|
|
|
|
|
* Linkset status is now persistent
* Tweaked a physics child prim positioning hack to generate less database saves
* Re-factored physics object creation calls into ApplyPhysics. To create a new physics representation of an object or linkset, it's only necessary to call *group*.ApplyPhysics(bool m_physicalPrim). *lbsa has been waiting for this refactoring*
* We have collidable linksets now. (they don't become phantom anymore)
|
|
* Cleaned up copyright notices in AssemblyInfo.cs's
* Added Copyright headers to a bunch of files missing them
* Replaced several common string instances with a static constant to prevent reallocation of the same strings thousands of times. "" -> String.Empty is the first such candidate.
|
|
* There will be bugs, you can count on that. To avoid them, set the linksets phantom
* After region restart, the linksets restore in a non collidable state.
* Linksets can but shouldn't be made physical with the physical checkbox or when you unlink them, they tend to explode.
* After creating a linkset, you have to move the linkset or set it phantom and not phantom for it to become collidable.
* There's a few ParentGroup references that need to be refactored.
|
|
server hits something terminal.
This was the original intention, but the line order was slightly wrong.
|
|
|
|
|
|
far, only windows lib updated. Need to do the Linux version.
* Update also checked into opensim-libs
|
|
settings.
Also added exception handling if string->float conversion still should fail for some reason.
|
|
|
|
* Did some goofy math undoing in the Sim Stats Reporter
* More reduction to the amount of calls per second to UnManaged ODE code
* Added a significant amount of comments to ODE
|
|
llDeleteSubString:
from the c# implementations of string.SubString(start,len) and string.Remove(start,len).
Especially since negative indexing and exclusion are included in the LSL versions.
This patch is closer to the LSL version. Maybe an osSubString and osRemoveString
would be appropriate?
|
|
300 msecs can be too slow and cause a timeout to occur. This is reported when
llHTTPRequest times out but may not be reported for other functions like
osSetDynamicTextureURL. This sets the time out to 30 seconds. It appears
that the value affects not just llHTTPRequest's.
|
|
now actually checks your authentication keys rather than ignoring them.
|
|
OpenSim.DataStore.MonoSqlite.dll before replacing with OpenSim.Framework.Data.SQLite.dll
|
|
OpenSim.Framework.Data.SQLite.dll during runtime.
|
|
|
|
Added old LSO code, will use it as base to create new LSO VM.
|
|
|
|
|
|
ScriptEngine.Common, only .Net-specific code in DotNetEngine. AppDomains, event handling, event execution queue and multithreading, script load/unload queue, etc has been moved to ScriptEngine.Common.
Loads of things has been put into interfaces instead of the specific class.
We are now one step closer to ScriptServer, and its very easy to implement new script languages. Just a few lines required to make them a OpenSim script module with all its glory.
|
|
|
|
can not access Scene it sort of crashes right away ;)
Added some sample placeholders for implementing rest of LSL events.
|
|
|
|
|
|
on how much to effect the land.
|
|
** jumping
** crouching
** landing on prim
|
|
|