| Commit message (Collapse) | Author | Age | Files | Lines |
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so that we don't get them on every object construction.
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When using math operators +,-,*,/ in an LSL script with an LSLFloat
and an integer literal the wrong result is returned. This patch
adds operators to the LSLFloat type to handle this case.
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I needed to apply the patch a little better then last night
for: Dot product operator in LSL_Types.cs incorrectly returns
a component-wise vector multiplication; it should return a
scalar dot product. Thanks to M. Igarashi for the patch.
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is 1500. If it was longer than 1500, it was being truncated to 1501 characters. This caused an exception and prevented the errors from reaching the console and the user in-world.
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Brings Yield Prolog up to date with sourceforge version 0.9.10
Patched applies to both DotNet and XEngine.
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Updated some nhibernate parts, started in on migration.
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* Potentially useful for diagnostics without needing to log in a client
* Packet queue statistics commented out for now pending a better way to cope with the information overload
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with Windows compiled, the automated build failed.
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Dot product operator in LSL_Types.cs incorrectly returns a
component-wise vector multiplication; it should return a scalar
dot product. Thanks to M. Igarashi for the patch.
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* See http://opensimulator.org/wiki/OpenSim_Archives for more details.
* These commands can now be used on an experimental basis. save-oar saves the entire current region (prim data, assets, prim inventory items, terrain) to a single tar.gz file.
* load-oar loads an opensim archive and entirely replaces the current region (at the moment).
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Changed code to include Melanie's advice about X-SecondLife-Region,
then put the exact same content format as a llHTTPRequest issued by
other grids.
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for now
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deleted by default
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Implements X-SecondLife-* HTTP Headers for llHTTPRequest
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"nicknum" to provide backwards compatibility for existing OpenSim.ini files
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Patch 7 of the region patches. Finish off the region parts of the estate dialog. Full user functionality. Terrain textures, heights, water, avatar counts, prim bonus, debug settings and region toggles can now be set from the dialog on a per-region basis. Estate stuff defaults to sane values where there are no defaults, to estate_settings.xml otherwise. Sun still b0rked :(
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Make all of the toggles go live. Utilizes the new database table for almost everything. Remove lots of now unneeded settings from the EstateSettings class
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Patch #4 of the region settings series. Partial functionality of the new
storage system. More patches to follow.
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The compiler was missing grammar rules for += etc. operators on
vector.member variables, which the attached patch implements.
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Addresses an unused field in the asset server but never get filled up.
It also makes working the recent items tab in inventory :))))
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this before (doh)
* Not quite perfect yet
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they already exist in the scene
* (ability to give objects new uuids will come later)
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count is actually a prim local id dispenser
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ready for future modularization
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settings
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Adds additional support for llEmail().
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Adds some IRC bridge improvement.
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Solves llGetListLength fails scripts when list is not initialized.
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Addresses the Gap when sitting on single prims with
a sit target (discrepancy with SL)
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Solves llGetCameraPos() implementation + permission bug.
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Allows direct viewing of library scripts from inventory again
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Changes the permissions module to make scripts permissive only when intended
Adds security checks to asset transfers to prevent hacked clients fron
requesting script sources.
Adds security checks to llClientView to verify all aspects of ownership
and permissions for inventory based script retrieval.
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Small prims now get a full mesh if they are physical
Fixed a logic bug that was preventing many prim meshes from having excess memory cleaned up
Switched to more conservative method of vertex and triangle list trimming to prevent possible crash
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Add a config option to OpenSim.ini to select between script compilers
in the XEngine without recompile.
Set UseNewCompiler=true in OpenSim.ini and try it out.
Creates the ICodeConverter interface and adapts the new compiler to it.
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status to mesher
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Untangles llDie handling in XEngine, which resulted in a thread being
aborted while executing inside of Scene.
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