| Commit message (Collapse) | Author | Age | Files | Lines |
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The attached patch fixes the bug where when linking in a new set of
prims to an already linked set of objects the prims were placed at the
end of the list rather than just after the root prim. ie. link prim
order result was different on OpenSim compared to an LL server. This
causes a few issues with respect to compatibility of scripts,
especially when using llCreateLink.
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Thank you, nlin, for a patch that fixes serialization of vector and
quaternion types for script state.
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fixes to cut face UV coordinates
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Region/Environment and use that instead of the Region/Modules/AvatarFactory
* Remove the AvatarFactory dll
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* This time there are accompanying changes to the unit test to adapt it to the changes
* Thanks tglion
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r6977.
* If a change is going to affect a unit test, then please could we change the unit test at the same time? Otherwise this will never get done
* It also seems a bad idea to disable tests which start failing unless there's a very good reason
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LSL - Bitwise operators OR and XOR do not work
on integer variables
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llGetRot and llGetRootRotation return the wrong
values when the object is attached
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Thank you, miceakitsune, for a patch that makes terraforming tools usable again
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The following should silently fail when attached,
llBreakAllLinks, llBreakLink, llCreateLink.
The following should be restricted to avatars in the same sim,
llGetAgentInfo, llSameGroup, llGetAgentSize, llGetAnimationList.
Comment added to the following unimplemented functions,
llGetAgentLanguage, llGetAnimation.
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llGetBoundingBox is completely unimplemented. The attached
patch contains a partial implementation for single prim
objects and standing, flying and ground sitting avatars.
In the case of an avatar sat on an object or multi-prim
objects only the bounding box of the root prim is returned.
llRezObject and llRezAtRoot ignored any velocity parameter.
The attached patch makes use of it if it is not a zero vector.
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m_ScriptDelayFactor and m_ScriptDistanceFactor are
being read from XEngine settings not the settings
for the scriptengine being used
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at it and determine the new test parameters needed for the terrain
brush with strength support
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Support of strength-slider in latest sl-client (1.21.6)
Added a patch, which includes the support of strength-slider
in latest sl-client (1.21.6) for Raise- and LowerSphere.
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signature
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region server wasn't told that it was coming)
* This moves authentication from the client thread (where failure was difficult to detect) to the particular thread handling that packet
* I've kept the authentication outside of the crucial clientCircuits lock (though any delay here is probably swamped by the other delays associated with login)
* Also added more to the unit test to ensure this doesn't regress
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* The fact that the assert passed even when authentication failed reveals a bug in the code that will be corrected soonish
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on some twisted prims
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* If this was important to you please reinsert and we can put it in a recognized interface.
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* Implements the rest of llGetAgentInfo() with the exception of AGENT_BUSY.
* Thanks nlin
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* This checks that a client circuit is established when the udp server is given a use client circuit code packet
* And checks that other circuit codes do not exist
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* Not sure why things still worked in the presence of this bug - possibly the problem is compensated for later on. If you are having udp session problems this bug fix may help
(though no guarantees).
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* Temporarily disabled assert because it just picked up an existing bug. Yay for tests!
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synchronously. Shouldn't be any functional change
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logic to ConciergeModule. adding XmlRpc method to allow update of
welcome template for a region. documenting [Concierge] "password"
option in OpenSim.ini.example.
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logic to use a regexp.
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Added AGENT_ATTACHMENTS and AGENT_SCRIPTED to llGetAgentInfo
Added to llGetAgentSize to include shoes in avatar height calculation.
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Attached patch adds detection of AGENT_WALKING
status to LSL function llGetAgentInfo()
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Attached patch protects against a NullReferenceException
in SceneObjectGroup.stopMoveToTarget (used by LSL function
llStopMoveToTarget). Thanks to M. Igarashi.
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the deleting of other, valid objects
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a bit faster.
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this seems to cause bouncing on really thin flat prim.
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