| Commit message (Collapse) | Author | Age | Files | Lines |
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*Moved OnSignificantClientMovement to where it is supposed to be - SceneEvents and not ScenePresence
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ironically, was disabled, though it wasn't making much difference).
* These messages keep getting confused with other problems - just going to have to try to remember to add these to stats or something so at least they don't completely disappear
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Stop .net generating ambiguous operator errors when two integers are compared for equality in LSL
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Trimesh collisions should now work relatively efficiently. BulletX plugin should now be functional - feedback would be appreciated as to how it performs vs ODE.
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* The first time you set the sculpted texture of a prim you might have to futz with it to get it to generate a sculpted physics proxy
* Note that there are already issues in Trunk, (such as the prim scaling issue and prim jumping issue. Essentially editing is difficult right now)
* This just adds to the experimental nature of trunk. :D
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from a string to a vector in OSSL.
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Patch fixes the pesky "Cannot implicitly convert to bool" issue for function returns
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* Minor tweak to Permissions/PermissionsModule.cs
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orientation in a cube in the meshmerizer. Thanks Dahlia!
* See mantis 0001203 for more details!
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it to the prim shape.
* Added some stuff around sculpted prim meshes.. but it's just there so the project compiles now.
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permission module to follow this.
*This makes permission checking much more modular; allows restrictive and granting module to be made without modifying the existing permission module
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perms are in line with project goals.
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people seemed to think it was the cause of their issues rather then a message to help locate a situation where physics stalls for a second and then kicks.
* This was simply a message added when an avatar was added/removed from the scene.
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(Thanks middlelink!)
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collision into BulletX plugin. Additional work to come in the next few days.
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Patch to schedule terse update on deselect, specifically so llTargetOmega
sets rotational velocity on deselect.
This should complete our llTargetOmega support and fix:
http://opensimulator.org/mantis/view.php?id=1178
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Introduce time dilation in scripts.
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* Eventually this codebase will be clean. >_>
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* Fixes Sculpty handling
* Fixes Light handling
* Fixes Flexi handling
* Fixes Sculpty + Flexi handling
* Fixes handling of Flexi type
* Fixes Changing prim type after changing to sculpty corrupting prim.
* Ugly code.
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* Added shell of new Python scripting engine. Similar in design to the one used by Rex, but will be structured at a region rather than object level, also is a region module.
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fix), change formatting of version information printed to the log
* Push printing down into OpenSimMain so both console and consoleless configurations will get it
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DEBUG level) rather than Console.Writeline
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seen in one of the crashes of mantis 1163
* It's not impossible that this could lead to deadlock where sessions simply appear to freeze, even though the region console still responds.
* If this is the case, please file a mantis
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sitting on an object.
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PROGRAMMERS. NAUGHTY.
* Thanks to Andrew (DeepThink) for working on this one.
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this didn't previously work
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llTakeControls works now along with the 'release controls button'. llReleaseControls() works mostly :D.
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slightly differently
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sends all your prims to mars. or it fixes llTargetOmega.
place your bets quickly before I have a chance to test it.
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set vel, acc, and rvel in the packet (though this isn't done yet).
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Theoretically.
* I've still got to test, it's still theoretical code :D. Good thing it isn't enabled by default!
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loop, this queue manipulation is dead wrong as Queue is not
a synchronized data structure. Hopefully this helps.
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multiple functions that register with the class and return the result (usually true/false) based on those results. This is useful for module wanting to put their opinion in decisions such as 'can the user rez this object?'
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Implements the show version command.
If you type show version at the console, you will get the revision that opensim is running, assuming you have the .svn/entries file in your base directory (e.g. you are running from code extracted from our SVN repository)
A patch to also send this to the client should follow shortly
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