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* correct ODEPrim.MeshAssetReveived -> MeshAssetReceivedJustin Clark-Casey (justincc)2012-10-301-3/+2
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* refactoring to use assembly:classname style of configurationSignpostMarv2012-10-291-1/+4
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* Renaming module back to SoundModule as the hypothetical plan was to make ↵SignpostMarv2012-10-291-3/+3
| | | | another module using the shared region module interface, but this was pointed out by Melanie_T to be mostly pointless.
* SianaGearz notes stop sound flag is 1 << 5, so using that for ↵SignpostMarv2012-10-291-6/+3
| | | | ISoundModule.StopSound rather than setting gain to zero
* tweaking configuration logic so that the INonSharedRegionModule will load by ↵SignpostMarv2012-10-291-4/+9
| | | | default
* documenting some params on ISoundModule methodsSignpostMarv2012-10-291-7/+16
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* refactoring llCollisionSound to use new KeyOrName methodSignpostMarv2012-10-291-10/+1
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* Refactoring llTriggerSoundLimited with a new method on ISoundModule, as the ↵SignpostMarv2012-10-293-6/+36
| | | | LL Wiki spec for llTriggerSoundLimited states an axis-aligned bounding box, not radial constraint
* refactoring llTriggerSoundLimited to not use the LSL methods, since that ↵SignpostMarv2012-10-291-2/+2
| | | | will cause unnecessary calls to m_host.AddScriptLPS(1)
* refactoring llGetPos() to take advantage of implicit converterSignpostMarv2012-10-291-2/+1
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* shifting from two instances of typecasting to one instance of typecasting in ↵SignpostMarv2012-10-291-4/+4
| | | | llTriggerSoundLimited
* 80-character width terminal formatting of recent commits to llPlaySound, ↵SignpostMarv2012-10-291-7/+15
| | | | llPlaySoundSlave, llTriggerSound and llTriggerSoundLimited
* shuffling code around so that the interface for ISoundModule.SendSound() ↵SignpostMarv2012-10-295-28/+47
| | | | specifies a UUID rather than a string
* moving SendSound from SceneObjectPart to ISoundModuleSignpostMarv2012-10-295-86/+119
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* fixing a bug in SceneObjectPart.SendSound where sounds would always come ↵SignpostMarv2012-10-291-9/+8
| | | | from the root prim rather than the source prim
* Factoring out a superfluous local variable & repeated assignment in ↵SignpostMarv2012-10-291-10/+8
| | | | SceneObjectPart.SendSound as linksets are only meant to have a single owner
* Formatting SoundModuleNonShared.LoopSound, consistent indentationSignpostMarv2012-10-291-1/+1
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* deduplicating code into a single LoopSound methodSignpostMarv2012-10-293-27/+23
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* removing superfluous lines from SceneObjectPart.SendSoundSignpostMarv2012-10-291-8/+0
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* refactoring StopSound into a private static method to skip repeating ↵SignpostMarv2012-10-291-1/+6
| | | | m_scene.TryGetSceneObjectPart
* Removing a locked iteration over SceneObjectGroup.LoopSoundSlavePrims as the ↵SignpostMarv2012-10-291-15/+0
| | | | SL Wiki spec does not state that slaves are set to match master values
* adjusting parameter order of PreloadSound to be more logicalSignpostMarv2012-10-293-4/+4
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* transposing LoopSoundMaster to Sound ModuleSignpostMarv2012-10-293-25/+50
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* transposing preload sound onto sound moduleSignpostMarv2012-10-294-32/+32
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* transposing stop sound into sound moduleSignpostMarv2012-10-293-37/+56
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* moving comment for llStopSound inside the method block prior to ↵SignpostMarv2012-10-291-1/+1
| | | | transposition to sound module
* documenting ISoundModule methods & fieldsSignpostMarv2012-10-291-0/+28
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* formatting ISoundModule prior to documentationSignpostMarv2012-10-291-2/+4
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* formatting changes to SceneObjectPart.SendSound; consistent indentationSignpostMarv2012-10-291-34/+34
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* SceneObjectPart.SendSound can exit early if a sound module was not found.SignpostMarv2012-10-291-4/+4
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* Changing the logic order in the TaskInventory iterator of ↵SignpostMarv2012-10-291-1/+1
| | | | ScenObjectPart.SendSound, since we can currently have non-unique object inventory names so we should check the asset type first.
* Replacing double-if block in SceneObjectPart.SendSound with Util.ClipSignpostMarv2012-10-291-4/+1
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* TryGetScenePresence in TriggerSound is probably meant to be using the ↵SignpostMarv2012-10-291-1/+1
| | | | ownerID, not the objectID
* swapping GetSceneObjectPart for TryGetSceneObjectPart in PlayAttachedSound ↵SignpostMarv2012-10-291-4/+4
| | | | to imply why we're doing an early return.
* stripping whitespace from ISoundModule, formatting SoundModuleNonShared.csSignpostMarv2012-10-292-4/+6
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* refactoring thisSpGain in PlayAttachedSound as it was previously using two ↵SignpostMarv2012-10-291-8/+4
| | | | typecasts in the assignment and had the assignment on a separate line to the declaration
* Factoring out an if-else block in PlayAttachedSound as it was using the ↵SignpostMarv2012-10-291-6/+6
| | | | previously hard-coded max distance value.
* making the max distance for sounds to be heard from their origin a ↵SignpostMarv2012-10-292-3/+11
| | | | configurable option exposed via a public field on ISoundModule (with private setter in the implementation)
* Converting the ISoundModule implementation from an IRegionModule to an ↵SignpostMarv2012-10-291-20/+58
| | | | INonSharedRegionModule
* Immediately setting gain to zero as a workaround for code not stopping sound ↵SignpostMarv2012-10-291-0/+1
| | | | started by llPlaySound
* Fix memory leak where removing an NPC did not remove its circuits.Justin Clark-Casey (justincc)2012-10-293-3/+15
| | | | | | This was because we were removing by circuitcode where NPCs have no code. Now removing by agent ID instead. This commit also fixes the "show circuits" console command to work properly where the circuit has no associated IP address.
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2012-10-291-2/+5
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| * Deep copy the collection of at_target objects so it can't be modified whileMelanie2012-10-281-2/+5
| | | | | | | | it's being iterated
* | Add "force gc" region console command which manually invokes garbage collection.Justin Clark-Casey (justincc)2012-10-291-1/+2
|/ | | | For debugging purposes.
* minor: Fix verbose IAR save message to make it a bit clearer that item data ↵Justin Clark-Casey (justincc)2012-10-271-1/+1
| | | | is being saved at that point, not asset data.
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2012-10-262-6/+8
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| * Separate LSL's notion of the default anim from the actually playing anims.Melanie2012-10-262-5/+7
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| * Revert "Fix for Mantis 0006376: Avatar no longer show Walking animation when ↵Melanie2012-10-261-1/+1
| | | | | | | | | | | | any AO hud is" This reverts commit fa484c3494a7190b4d7526094347be74d091e125.
* | Fix "save iar" hanging permanently if the asset request phase times out.Justin Clark-Casey (justincc)2012-10-264-14/+33
|/ | | | | | | | Unlike "save oar", this was happening on the same thread as the original request. The timeout happens on another so the original thread is never aborted. On "save oar" this leaves the thread hanging (still bad) but on "save iar" it left the console thread hanging. Temporary fix is to make "save iar" do asset request on a separate thread, like "save oar". Longer term fix will be to restructure asset save to use a ManualResetEvent rather than a separate timeout timer.
* minor: Make the error thrown logged when a simulator in grid mode is trying ↵Justin Clark-Casey (justincc)2012-10-261-1/+1
| | | | to set estate owner to a user that doesn't exist a little more obvious.