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* BulletSim: Add activations after vehicle properties change. Problem was the v...Robert Adams2012-11-031-12/+62
* BulletSim: correct spelling of Bullet call. It's 'swept' not 'sweep'.Robert Adams2012-11-033-3/+7
* BulletSim: Add banking and other new code to vechile dynamics. Add third part...Robert Adams2012-11-0311-188/+323
* HG: flip all configs to HG2.0. PLEASE CHECK YOUR EXISTING HG CONFIGS AGAINST ...Diva Canto2012-11-022-3/+5
* Change to earlier commit for TargetVelocity to support distributed physics.Dan Lake2012-11-021-3/+3
* Comment out checks not to overwrite existing IAR/OAR files for now on "save i...Justin Clark-Casey (justincc)2012-11-012-4/+6
* Add TargetVelocity to PhysicsActor interface to support distributed physics. ...Dan Lake2012-10-312-1/+7
* Also add the additional ScriptException constructor necessary to get [Seriali...Justin Clark-Casey (justincc)2012-10-311-0/+3
* Mark ScriptException as [Serializable] for when it has to cross AppDomainsJustin Clark-Casey (justincc)2012-10-311-0/+1
* Handle UUIDGroupName and ObjectGroup viewer UDP requests asynchronously rathe...Justin Clark-Casey (justincc)2012-10-311-2/+2
* Make "show object part" command correctly display script status.Justin Clark-Casey (justincc)2012-10-315-23/+66
* Merge branch 'master' of melanie@opensimulator.org:/var/git/opensimMelanie2012-10-302-6/+16
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| * Only create a new list to check if objects have reached targets if there actu...Justin Clark-Casey (justincc)2012-10-301-5/+9
| * Log warning if mesh/sculpt asset couldn't be found by ODEPrim.MeshAssetReceiv...Justin Clark-Casey (justincc)2012-10-301-0/+6
| * Add asset != null check to ODEPrim.MeshAssetReceived instead of throwing exce...Justin Clark-Casey (justincc)2012-10-301-1/+1
* | Store and send the current movement animation state to a new sim on crossingMelanie2012-10-302-0/+17
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* Make MeshAssetReceived private.Justin Clark-Casey (justincc)2012-10-301-1/+1
* correct ODEPrim.MeshAssetReveived -> MeshAssetReceivedJustin Clark-Casey (justincc)2012-10-301-3/+2
* refactoring to use assembly:classname style of configurationSignpostMarv2012-10-291-1/+4
* Renaming module back to SoundModule as the hypothetical plan was to make anot...SignpostMarv2012-10-291-3/+3
* SianaGearz notes stop sound flag is 1 << 5, so using that for ISoundModule.St...SignpostMarv2012-10-291-6/+3
* tweaking configuration logic so that the INonSharedRegionModule will load by ...SignpostMarv2012-10-291-4/+9
* documenting some params on ISoundModule methodsSignpostMarv2012-10-291-7/+16
* refactoring llCollisionSound to use new KeyOrName methodSignpostMarv2012-10-291-10/+1
* Refactoring llTriggerSoundLimited with a new method on ISoundModule, as the L...SignpostMarv2012-10-293-6/+36
* refactoring llTriggerSoundLimited to not use the LSL methods, since that will...SignpostMarv2012-10-291-2/+2
* refactoring llGetPos() to take advantage of implicit converterSignpostMarv2012-10-291-2/+1
* shifting from two instances of typecasting to one instance of typecasting in ...SignpostMarv2012-10-291-4/+4
* 80-character width terminal formatting of recent commits to llPlaySound, llPl...SignpostMarv2012-10-291-7/+15
* shuffling code around so that the interface for ISoundModule.SendSound() spec...SignpostMarv2012-10-295-28/+47
* moving SendSound from SceneObjectPart to ISoundModuleSignpostMarv2012-10-295-86/+119
* fixing a bug in SceneObjectPart.SendSound where sounds would always come from...SignpostMarv2012-10-291-9/+8
* Factoring out a superfluous local variable & repeated assignment in SceneObje...SignpostMarv2012-10-291-10/+8
* Formatting SoundModuleNonShared.LoopSound, consistent indentationSignpostMarv2012-10-291-1/+1
* deduplicating code into a single LoopSound methodSignpostMarv2012-10-293-27/+23
* removing superfluous lines from SceneObjectPart.SendSoundSignpostMarv2012-10-291-8/+0
* refactoring StopSound into a private static method to skip repeating m_scene....SignpostMarv2012-10-291-1/+6
* Removing a locked iteration over SceneObjectGroup.LoopSoundSlavePrims as the ...SignpostMarv2012-10-291-15/+0
* adjusting parameter order of PreloadSound to be more logicalSignpostMarv2012-10-293-4/+4
* transposing LoopSoundMaster to Sound ModuleSignpostMarv2012-10-293-25/+50
* transposing preload sound onto sound moduleSignpostMarv2012-10-294-32/+32
* transposing stop sound into sound moduleSignpostMarv2012-10-293-37/+56
* moving comment for llStopSound inside the method block prior to transposition...SignpostMarv2012-10-291-1/+1
* documenting ISoundModule methods & fieldsSignpostMarv2012-10-291-0/+28
* formatting ISoundModule prior to documentationSignpostMarv2012-10-291-2/+4
* formatting changes to SceneObjectPart.SendSound; consistent indentationSignpostMarv2012-10-291-34/+34
* SceneObjectPart.SendSound can exit early if a sound module was not found.SignpostMarv2012-10-291-4/+4
* Changing the logic order in the TaskInventory iterator of ScenObjectPart.Send...SignpostMarv2012-10-291-1/+1
* Replacing double-if block in SceneObjectPart.SendSound with Util.ClipSignpostMarv2012-10-291-4/+1
* TryGetScenePresence in TriggerSound is probably meant to be using the ownerID...SignpostMarv2012-10-291-1/+1