| Commit message (Collapse) | Author | Age | Files | Lines |
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happen despite unexpected exceptions.
This means that if such an exception does occur, the region does not need to be reset before that user can teleport from it again.
This is all Oren's code from his patch in http://opensimulator.org/mantis/view.php?id=6374 but I've chosen to split it in two.
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rather than "corrupt"
Corrupt is misleading - it implies textures were uploaded but are not j2k valid.
The actual situation is that at least one required baked texture is not present.
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default under [Startup]. They can then be overwritten in the other sections (but probably shouldn't). I kept the existing code for backwards compatibility, so this should not cause any breaks from people's current configurations. But people should move to have these 2 vars under [Startup] -- see OpenSim.ini.example and Robust.HG.ini.example. And yes, both names now end with "URI" for consistency.
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to eliminate some of the "cannot find terrain height" warning messages.
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Extend implementors of IStatsCollector to return an OSDMap of stats.
Update UserStatsCollector and AssetStatsCollector to return both
string and OSDMap data (as well as console format).
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remove the deprecated TestPath functions.
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the 'to' text would be treat as the end vector rather than discarded.
Before this, the commands still work but the help text is wrong - one has to leave out the 'to' in stating the vectors
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OpenSim.Region.ClientStack.Linden.Caps.dll
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JsonTestGetArrayLength() to match others
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by default. Like more debugging is needed.
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Updated the DLLs and SOs and code for BulletXNA to create the types.
All the detailed control calls are not all in place yet.
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(like vectors or quaternions).
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they stop moving.
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Really "My Inventory" is just the name of the root, it isn't a folder in its own right.
This also makes it more intuitive for users to save whole inventory iars for backup/later restoration, as they don't need to remember to use /*
/* will still work and this is a special case just for the root
If you want to save only the contents of other folders (rather than the folder itself), you still need to specify something like a/b/*
Added a regression test for this case.
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with embedded .).
Need to look further at other still commented tests.
Still need to check coverage against some of Mic's scripts.
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JsonGetJson()
This is because JsonGetJson() is getting json from anywhere in the structure, not just values.
Equally, JsonSetJson() is setting any type of json, not just json which represents a value.
Agreed with cmickeyb
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will go away soon
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run on 'stop on handled and unhandled null reference exceptions' mode without pausing during startup a bunch of times. I don't think exceptions were really meant for replacing a single if statement...
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JsonArrayLength() -> JsonGetArrayLength()
This is for consistentency with the verb:noun naming approach existing json script functions and other script functions.
Corresponding c# methods also changed since verb:noun is also the .net c# method naming guideline (as used by OpenSimulator) and for consistency with script functions.
As agreed with cmickeyb
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consistent with existing LSL/OSSL, etc script constants.
Agreed with cmickeyb
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from the physical scene. Invocations added in SceneObjectPart.
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llPushObject() where the code assumed that the physics actor it null-checked would still be null when it invoked a method on it
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interface. JsonPathType returns the type of node pointed to by the
path and deprecates the functionality of both JsonTestPath
functions. JsonArrayLength returns the length of an array node.
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delineation.
As expected, values are not set and the set call returns FALSE (0).
As a reminder, these tests are not currently running on jenkins continuous integration as the functionality is only available on .net 4 (mono 2.8 and later).
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unbalanced braces from paths
The sub-tests that are commented out are currently those which fail unexpectedly based on my understanding of the path syntax
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funny unit that is 100 times real density (default 1000).
Fix avatar drifting slowly when stationary flying.
Fix for physical prims getting corrected for being under terrain when it was
just its geometric center that was below terrain.
Add PreUpdatePropertyAction allowing plugable modifiction of phys
parameters returned from Bullet.
Fix an exception setting GravityMultiplier on initialization.
Update DLLs and SOs for good measure (no functional change).
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simulator to update info.
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number values
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avoid a Windows casting issue in SmartThreadPool for large TimeSpans.
TimeSpan.Milliseconds is an int64. However, STP casts this to an int (32-bit).
If TimeSpan.MaxValue is given then the casting results in an invalid value for the SDK WaitHandle.WaitAll() call.
This was causing the co-op script termination regression tests to fail on Windows but not Mono 2.10.8 (which is perhaps not strict in the negative values that it accepts).
Solution here is to use the int millisecondsTimeout STP call rather than the TimeSpan one.
This also allows us to more clearly specify Timeout.Infinite rather than TimeSpan.MaxValue
Thanks to Teravus for this spot.
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