| Commit message (Collapse) | Author | Age | Files | Lines |
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Thank you, nlin, for a patch that prevents physical prims from being
created twice when rezzed from a script.
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Correct color handling functions to no longer return the inverse color.
Remove pointless * 256 / 256 legacy constructs.
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XEngine: Change a number of methods to use the new link part method.
Fix ALL_SIDES for llSetColor, llSetTexture, llSetAlpha, llSetPrimitiveParams,
llGetPrimitiveParams(PRIM_TEXTURE, PRIM_COLOR).
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XEngine: Introduce a common method to determine link parts to work on.
Fix llSetLinkColor method.
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to send a full update and do a persistence save.
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myself. Fix a crash in DataSnapshot when no master avatar and no
estate owner is set (e.g. "Mainland").
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XEngine fixes: prevent queue overruns, prevent spamming when no key
is down. Release controls when conflicting permissions are requested
or permissions are refused later. Release when prim or script are deleted.
Fixes Scene script instance deletion semantics.
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* Attached patch implements llRequestAgentData for DotNetEngine. (It already is implemented in XEngine.)
* Thanks Y. Nitta
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* Fix/implement LSL group-related functions llDetectedGroup, llSameGroup
* Thanks nlin
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* LSL Conformance: llSetPayPrice should accept more than four arguments in list
* Thanks kcozens!
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* Attached patch implements LSL llGetAgentSize() for DotNetEngine and XEngine.
* Thanks Y. Nitta!
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* Implementation of LSL llBreakLink and llBreakAllLinks
* Thanks Y. Nitta!
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* llGround causes Array out of bounds exception in KanEd#11 script
* Thanks Y. Nitta!
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this locally rather than letting it propogate up the stack
* This will allow other scene objects to persist and stop the exception taking down the whole region server
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OpenSim.example.ini
* Particularly important for max threads since setting this to 2 was causing all events to wait behind the regularly sleeping maintenance event
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Applying DotNetEnine part of this patch. Thank you, nlin!
Corrects ad hoc key list comparison.
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New patch (terrainedit2.patch) is attached that passes unit tests (
and in fact supplies the new unit test to pass..:) The previous
failure was due to the change of the brush size to be linear instead
of exponential, and the fact that the test parameters were assuming
the exponentional brush size.
This patch also removes dependency on 'duration' argument for
adjustment step size. This should address the widely differing reports
of instability with terrain editing.
Note: 'doing this right' implies ultimately reading the parameters
from the ini file, which this patch does not do.
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Now each function can be allowed, subject to threat level, disabled,
or restricted to certain UUIDs.
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the last ocmmit
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UpdateUserProfile
* the methods were identical except that the Properties one did a check for the user profile beforehand. However, every caller was doing this already anyway.
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methods don't need to be implemented on Grid hosted region servers
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requests flow through the ShowHelp() method
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* Grid user server implementation to follow shortly
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in the XEngine section
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Adds the fix from Mantis #2197 in it's new form.
Stage one of the scripting security changes, more to come.
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adds the new function osTeleportAgent().
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fixes the terrain spikes, and is the result of mostly a tuning
operation on the smooth and flatten tools. I dug in and found that the
spikes apparently result from smooth's overly aggressive iteration
steps toward the average curvature, which leads to an instability that
blows up the heights. I introduced a scaling factor to dampen the
'duration' parameter which tames progress and seems to keep things
stable.
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SeedCap response not being SSL
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makes it possible to run a HTTPS server on the region. It also has a junk Certification authority for test purposes.
* There are still a lot of things that are hard coded to use http. They need to be fixed.
* Also includes directions
* A standard junk PEM file to append to app_settings/CA.pem in the client so SSL will work
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Prevent illegal color values from being set.
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protected.
* Made several methods virtual to allow derivative overrides.
* Minor cleanups.
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Moved intialization of appearance from the SendInitialData
event handler into CompleteMovement handler. That ensures
that m_appearance is initialized before the inventory is
retrieved (so there is a place to check on attachments).
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after using llTakeControls my sim receives about 200 messages per second,
l of which get queued , this could be because there is no lag as the viewer
and sim are on the same computer. The patch I have included checks to see if
the "Changed" param is 0 then searches the EventQueue for Control messages
being sent to the same localid, if it finds a message already in the Queue
and Changed==0 then the new message is only notifing you the key is being held,
since there is already a message the new one isnt needed so it isnt added
to the queue.
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Added clamping to 0.0 - 1.0 for R, G, B, and A.
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script.
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Remove some old dead code.
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Read animation data from avataranimations.xml to allow default animations
to be started and stopped by name from scripts.
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I decided to make ParentPosition a public property in ScenePresence, because
that's exactly what happens (the parent position changes on prim move).
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