| Commit message (Collapse) | Author | Age | Files | Lines |
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in the classes between the LSL implementation and the
underlying physics engines.
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ensure that scripts will compile on nonenglish systems
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to the various physics engines. No connection to the
underlying physics simulator yet, just plumbing through
the various classes.
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Thank you, idb, for a patch that addresses hex digits erroneously being
recognized as valid and parsed in a decimal number
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It was a mistake a year ago to add it in.
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to the various physics engines. No connection to the
underlying physics simulator yet, just plumbing through
the various classes.
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Correct a typo in namespace declaration
Also adds a new flag to the PacketManager to force retention of packets
marked reliable (default off)
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- Added TeleportFinish event to the event-queue. It works better than
before (you can teleport), but it doesn't work quite right yet (you
start TPing after the TP again).
Beware: Still experimental and non-working.
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Fix a UUID vs null comparison.
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client.. with EventQueue enabled.
* You occasionally loose the event queue if you cross back and forth between the same regions many multiples of times.
* But Don't try to teleport!
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The current llGetLinkName returns an empty string if a prim
with the given link number is not found in the link set. In
SL an empty string is only returned if the prim name is actually
blank, a NULL_KEY is returned instead with a couple of exceptions.
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the Security 'fixed' client.. But don't try to cross yet!
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* If EventQueueGet is enabled, use that instead of a few UDP packets, if it's disabled use the UDP packets like normal.
* We *really* suggest users do not turn on EventQueueGet yet.. as it's highly experimental, broken, and resource intensive
* Updated OpenSim.ini.example
* Testers of EventQueueGet.. in OpenSim.ini, it's in the [Startup] Section.. change EventQueue = false, to EventQueue = true.
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* returns FAKEEVENT instead of the connection returning a 502. It doesn't like our 502's for some reason.. so, in leau of this.. send it a fake event.
* Once again, this is still 'really early' code, so please don't blame us if you have no more threads left.
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yet. This shouldn't break anything, but is work in progress, so be careful.
Contains a new file; do your runprebuilds.
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* This won't function yet as far as the client can tell.. because it doesn't respond to the first query with a 200 message.
* We have to figure out how to encode those binary values in the example code in the module...
* Committing this so we have a start point. Will continue to work on this more today.
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Patch up a type name change in libomv. Thanks for tracking that down, idb
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Changes behavior to send on_rez event to prims when rezzed from agent
inventory.
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Add some compile messages from XEngine into DNE as well.
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* Updates to libomv r2243,
* Remove lots of unnecessary typecasts
* Improves SendWindData()
Thanks jhurliman.
* Will update OpenSim-libs in 10 minutes..
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ResetScripts In Selection, Set Script to [not] Running In Selection from
the tools menu. Allows DNE script reset without a full recompile.
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Removing it made DNE scripts crash. Fixed here.
Now on to converge the compilers.
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* Reapply homer's click action implementation, which accidentally got blatted
* Thanks tyre
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Clode cleanup and removal of commented stuff in ScriptManager.
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system
* This means that saving notecards in prim inventories should now work.
* Not the nicest code in the world - the transactions system is pretty fugly right now
* PLEASE NOTE: Currently, the prim will not repersist until up to 15 seconds after it is unselected.
* What we really need is a proper mechanism so that any prim updates still waiting when the simulator is quit are performed before exit.
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DNE and move all of DNE into the DotNetEngine directory. Remove references
that would cause the script runtime to load the entire engine + scene into
each script appdomain. This might help DNE memory consumption.
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* It seems kind of silly to be building a 256x256 array just to use two 16 float blocks.. but for now the layerdata routine requires it so we'll go along with that.
* We only fill a 32x16 area of the 256x256 float array with data.
* We use patches 0,0 and 0,1 for the first and second patch to determine the direction and magnitude of the wind.
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