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2012-10-30Store and send the current movement animation state to a new sim on crossingMelanie2-0/+17
2012-10-30Make MeshAssetReceived private.Justin Clark-Casey (justincc)1-1/+1
Keep methods private unless they need to be opened up to external callers. Reduces analysis complexity.
2012-10-30correct ODEPrim.MeshAssetReveived -> MeshAssetReceivedJustin Clark-Casey (justincc)1-3/+2
2012-10-29refactoring to use assembly:classname style of configurationSignpostMarv1-1/+4
2012-10-29Renaming module back to SoundModule as the hypothetical plan was to make ↵SignpostMarv1-3/+3
another module using the shared region module interface, but this was pointed out by Melanie_T to be mostly pointless.
2012-10-29SianaGearz notes stop sound flag is 1 << 5, so using that for ↵SignpostMarv1-6/+3
ISoundModule.StopSound rather than setting gain to zero
2012-10-29tweaking configuration logic so that the INonSharedRegionModule will load by ↵SignpostMarv1-4/+9
default
2012-10-29documenting some params on ISoundModule methodsSignpostMarv1-7/+16
2012-10-29refactoring llCollisionSound to use new KeyOrName methodSignpostMarv1-10/+1
2012-10-29Refactoring llTriggerSoundLimited with a new method on ISoundModule, as the ↵SignpostMarv3-6/+36
LL Wiki spec for llTriggerSoundLimited states an axis-aligned bounding box, not radial constraint
2012-10-29refactoring llTriggerSoundLimited to not use the LSL methods, since that ↵SignpostMarv1-2/+2
will cause unnecessary calls to m_host.AddScriptLPS(1)
2012-10-29refactoring llGetPos() to take advantage of implicit converterSignpostMarv1-2/+1
2012-10-29shifting from two instances of typecasting to one instance of typecasting in ↵SignpostMarv1-4/+4
llTriggerSoundLimited
2012-10-2980-character width terminal formatting of recent commits to llPlaySound, ↵SignpostMarv1-7/+15
llPlaySoundSlave, llTriggerSound and llTriggerSoundLimited
2012-10-29shuffling code around so that the interface for ISoundModule.SendSound() ↵SignpostMarv5-28/+47
specifies a UUID rather than a string
2012-10-29moving SendSound from SceneObjectPart to ISoundModuleSignpostMarv5-86/+119
2012-10-29fixing a bug in SceneObjectPart.SendSound where sounds would always come ↵SignpostMarv1-9/+8
from the root prim rather than the source prim
2012-10-29Factoring out a superfluous local variable & repeated assignment in ↵SignpostMarv1-10/+8
SceneObjectPart.SendSound as linksets are only meant to have a single owner
2012-10-29Formatting SoundModuleNonShared.LoopSound, consistent indentationSignpostMarv1-1/+1
2012-10-29deduplicating code into a single LoopSound methodSignpostMarv3-27/+23
2012-10-29removing superfluous lines from SceneObjectPart.SendSoundSignpostMarv1-8/+0
2012-10-29refactoring StopSound into a private static method to skip repeating ↵SignpostMarv1-1/+6
m_scene.TryGetSceneObjectPart
2012-10-29Removing a locked iteration over SceneObjectGroup.LoopSoundSlavePrims as the ↵SignpostMarv1-15/+0
SL Wiki spec does not state that slaves are set to match master values
2012-10-29adjusting parameter order of PreloadSound to be more logicalSignpostMarv3-4/+4
2012-10-29transposing LoopSoundMaster to Sound ModuleSignpostMarv3-25/+50
2012-10-29transposing preload sound onto sound moduleSignpostMarv4-32/+32
2012-10-29transposing stop sound into sound moduleSignpostMarv3-37/+56
2012-10-29moving comment for llStopSound inside the method block prior to ↵SignpostMarv1-1/+1
transposition to sound module
2012-10-29documenting ISoundModule methods & fieldsSignpostMarv1-0/+28
2012-10-29formatting ISoundModule prior to documentationSignpostMarv1-2/+4
2012-10-29formatting changes to SceneObjectPart.SendSound; consistent indentationSignpostMarv1-34/+34
2012-10-29SceneObjectPart.SendSound can exit early if a sound module was not found.SignpostMarv1-4/+4
2012-10-29Changing the logic order in the TaskInventory iterator of ↵SignpostMarv1-1/+1
ScenObjectPart.SendSound, since we can currently have non-unique object inventory names so we should check the asset type first.
2012-10-29Replacing double-if block in SceneObjectPart.SendSound with Util.ClipSignpostMarv1-4/+1
2012-10-29TryGetScenePresence in TriggerSound is probably meant to be using the ↵SignpostMarv1-1/+1
ownerID, not the objectID
2012-10-29swapping GetSceneObjectPart for TryGetSceneObjectPart in PlayAttachedSound ↵SignpostMarv1-4/+4
to imply why we're doing an early return.
2012-10-29stripping whitespace from ISoundModule, formatting SoundModuleNonShared.csSignpostMarv2-4/+6
2012-10-29refactoring thisSpGain in PlayAttachedSound as it was previously using two ↵SignpostMarv1-8/+4
typecasts in the assignment and had the assignment on a separate line to the declaration
2012-10-29Factoring out an if-else block in PlayAttachedSound as it was using the ↵SignpostMarv1-6/+6
previously hard-coded max distance value.
2012-10-29making the max distance for sounds to be heard from their origin a ↵SignpostMarv2-3/+11
configurable option exposed via a public field on ISoundModule (with private setter in the implementation)
2012-10-29Converting the ISoundModule implementation from an IRegionModule to an ↵SignpostMarv1-20/+58
INonSharedRegionModule
2012-10-29Immediately setting gain to zero as a workaround for code not stopping sound ↵SignpostMarv1-0/+1
started by llPlaySound
2012-10-29Fix memory leak where removing an NPC did not remove its circuits.Justin Clark-Casey (justincc)3-3/+15
This was because we were removing by circuitcode where NPCs have no code. Now removing by agent ID instead. This commit also fixes the "show circuits" console command to work properly where the circuit has no associated IP address.
2012-10-29Add "force gc" region console command which manually invokes garbage collection.Justin Clark-Casey (justincc)1-1/+2
For debugging purposes.
2012-10-28Deep copy the collection of at_target objects so it can't be modified whileMelanie1-2/+5
it's being iterated
2012-10-27minor: Fix verbose IAR save message to make it a bit clearer that item data ↵Justin Clark-Casey (justincc)1-1/+1
is being saved at that point, not asset data.
2012-10-26Fix "save iar" hanging permanently if the asset request phase times out.Justin Clark-Casey (justincc)4-14/+33
Unlike "save oar", this was happening on the same thread as the original request. The timeout happens on another so the original thread is never aborted. On "save oar" this leaves the thread hanging (still bad) but on "save iar" it left the console thread hanging. Temporary fix is to make "save iar" do asset request on a separate thread, like "save oar". Longer term fix will be to restructure asset save to use a ManualResetEvent rather than a separate timeout timer.
2012-10-26Separate LSL's notion of the default anim from the actually playing anims.Melanie2-5/+7
2012-10-26Revert "Fix for Mantis 0006376: Avatar no longer show Walking animation when ↵Melanie1-1/+1
any AO hud is" This reverts commit fa484c3494a7190b4d7526094347be74d091e125.
2012-10-26minor: Make the error thrown logged when a simulator in grid mode is trying ↵Justin Clark-Casey (justincc)1-1/+1
to set estate owner to a user that doesn't exist a little more obvious.