Commit message (Collapse) | Author | Age | Files | Lines | |
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* | Mark ScriptException as [Serializable] for when it has to cross AppDomains | Justin Clark-Casey (justincc) | 2012-10-31 | 1 | -0/+1 |
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* | Handle UUIDGroupName and ObjectGroup viewer UDP requests asynchronously ↵ | Justin Clark-Casey (justincc) | 2012-10-31 | 1 | -2/+2 |
| | | | | | | | rather than synchronously. This is to avoid the entire scene loop being held up when the group service is slow to respond. There's no obvious reason for these queries to be sync rather than async. | ||||
* | Make "show object part" command correctly display script status. | Justin Clark-Casey (justincc) | 2012-10-31 | 5 | -23/+66 |
| | | | | | Uses new IEntityInventory.TryGetScriptInstanceRunning() Makes it clearer that TaskInventoryItem.ScriptRunning cannot be used as it is temporary and not updated. | ||||
* | Merge branch 'master' of melanie@opensimulator.org:/var/git/opensim | Melanie | 2012-10-30 | 2 | -6/+16 |
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| * | Only create a new list to check if objects have reached targets if there ↵ | Justin Clark-Casey (justincc) | 2012-10-30 | 1 | -5/+9 |
| | | | | | | | | actually are any targets. | ||||
| * | Log warning if mesh/sculpt asset couldn't be found by ↵ | Justin Clark-Casey (justincc) | 2012-10-30 | 1 | -0/+6 |
| | | | | | | | | | | | | ODEPrim.MeshAssetReceived() callback. Presumably this is now more useful if the false positive from the old method of loading mesh assets have been eliminated. | ||||
| * | Add asset != null check to ODEPrim.MeshAssetReceived instead of throwing ↵ | Justin Clark-Casey (justincc) | 2012-10-30 | 1 | -1/+1 |
| | | | | | | | | | | | | exception. In some cases (such as failure to receive response from asset service), it is possible for a null to be returned from IAssetService.Get(string, object, AssetRetrieved). | ||||
* | | Store and send the current movement animation state to a new sim on crossing | Melanie | 2012-10-30 | 2 | -0/+17 |
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* | Make MeshAssetReceived private. | Justin Clark-Casey (justincc) | 2012-10-30 | 1 | -1/+1 |
| | | | | Keep methods private unless they need to be opened up to external callers. Reduces analysis complexity. | ||||
* | correct ODEPrim.MeshAssetReveived -> MeshAssetReceived | Justin Clark-Casey (justincc) | 2012-10-30 | 1 | -3/+2 |
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* | refactoring to use assembly:classname style of configuration | SignpostMarv | 2012-10-29 | 1 | -1/+4 |
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* | Renaming module back to SoundModule as the hypothetical plan was to make ↵ | SignpostMarv | 2012-10-29 | 1 | -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 ↵ | SignpostMarv | 2012-10-29 | 1 | -6/+3 |
| | | | | ISoundModule.StopSound rather than setting gain to zero | ||||
* | tweaking configuration logic so that the INonSharedRegionModule will load by ↵ | SignpostMarv | 2012-10-29 | 1 | -4/+9 |
| | | | | default | ||||
* | documenting some params on ISoundModule methods | SignpostMarv | 2012-10-29 | 1 | -7/+16 |
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* | refactoring llCollisionSound to use new KeyOrName method | SignpostMarv | 2012-10-29 | 1 | -10/+1 |
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* | Refactoring llTriggerSoundLimited with a new method on ISoundModule, as the ↵ | SignpostMarv | 2012-10-29 | 3 | -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 ↵ | SignpostMarv | 2012-10-29 | 1 | -2/+2 |
| | | | | will cause unnecessary calls to m_host.AddScriptLPS(1) | ||||
* | refactoring llGetPos() to take advantage of implicit converter | SignpostMarv | 2012-10-29 | 1 | -2/+1 |
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* | shifting from two instances of typecasting to one instance of typecasting in ↵ | SignpostMarv | 2012-10-29 | 1 | -4/+4 |
| | | | | llTriggerSoundLimited | ||||
* | 80-character width terminal formatting of recent commits to llPlaySound, ↵ | SignpostMarv | 2012-10-29 | 1 | -7/+15 |
| | | | | llPlaySoundSlave, llTriggerSound and llTriggerSoundLimited | ||||
* | shuffling code around so that the interface for ISoundModule.SendSound() ↵ | SignpostMarv | 2012-10-29 | 5 | -28/+47 |
| | | | | specifies a UUID rather than a string | ||||
* | moving SendSound from SceneObjectPart to ISoundModule | SignpostMarv | 2012-10-29 | 5 | -86/+119 |
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* | fixing a bug in SceneObjectPart.SendSound where sounds would always come ↵ | SignpostMarv | 2012-10-29 | 1 | -9/+8 |
| | | | | from the root prim rather than the source prim | ||||
* | Factoring out a superfluous local variable & repeated assignment in ↵ | SignpostMarv | 2012-10-29 | 1 | -10/+8 |
| | | | | SceneObjectPart.SendSound as linksets are only meant to have a single owner | ||||
* | Formatting SoundModuleNonShared.LoopSound, consistent indentation | SignpostMarv | 2012-10-29 | 1 | -1/+1 |
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* | deduplicating code into a single LoopSound method | SignpostMarv | 2012-10-29 | 3 | -27/+23 |
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* | removing superfluous lines from SceneObjectPart.SendSound | SignpostMarv | 2012-10-29 | 1 | -8/+0 |
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* | refactoring StopSound into a private static method to skip repeating ↵ | SignpostMarv | 2012-10-29 | 1 | -1/+6 |
| | | | | m_scene.TryGetSceneObjectPart | ||||
* | Removing a locked iteration over SceneObjectGroup.LoopSoundSlavePrims as the ↵ | SignpostMarv | 2012-10-29 | 1 | -15/+0 |
| | | | | SL Wiki spec does not state that slaves are set to match master values | ||||
* | adjusting parameter order of PreloadSound to be more logical | SignpostMarv | 2012-10-29 | 3 | -4/+4 |
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* | transposing LoopSoundMaster to Sound Module | SignpostMarv | 2012-10-29 | 3 | -25/+50 |
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* | transposing preload sound onto sound module | SignpostMarv | 2012-10-29 | 4 | -32/+32 |
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* | transposing stop sound into sound module | SignpostMarv | 2012-10-29 | 3 | -37/+56 |
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* | moving comment for llStopSound inside the method block prior to ↵ | SignpostMarv | 2012-10-29 | 1 | -1/+1 |
| | | | | transposition to sound module | ||||
* | documenting ISoundModule methods & fields | SignpostMarv | 2012-10-29 | 1 | -0/+28 |
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* | formatting ISoundModule prior to documentation | SignpostMarv | 2012-10-29 | 1 | -2/+4 |
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* | formatting changes to SceneObjectPart.SendSound; consistent indentation | SignpostMarv | 2012-10-29 | 1 | -34/+34 |
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* | SceneObjectPart.SendSound can exit early if a sound module was not found. | SignpostMarv | 2012-10-29 | 1 | -4/+4 |
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* | Changing the logic order in the TaskInventory iterator of ↵ | SignpostMarv | 2012-10-29 | 1 | -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.Clip | SignpostMarv | 2012-10-29 | 1 | -4/+1 |
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* | TryGetScenePresence in TriggerSound is probably meant to be using the ↵ | SignpostMarv | 2012-10-29 | 1 | -1/+1 |
| | | | | ownerID, not the objectID | ||||
* | swapping GetSceneObjectPart for TryGetSceneObjectPart in PlayAttachedSound ↵ | SignpostMarv | 2012-10-29 | 1 | -4/+4 |
| | | | | to imply why we're doing an early return. | ||||
* | stripping whitespace from ISoundModule, formatting SoundModuleNonShared.cs | SignpostMarv | 2012-10-29 | 2 | -4/+6 |
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* | refactoring thisSpGain in PlayAttachedSound as it was previously using two ↵ | SignpostMarv | 2012-10-29 | 1 | -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 ↵ | SignpostMarv | 2012-10-29 | 1 | -6/+6 |
| | | | | previously hard-coded max distance value. | ||||
* | making the max distance for sounds to be heard from their origin a ↵ | SignpostMarv | 2012-10-29 | 2 | -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 ↵ | SignpostMarv | 2012-10-29 | 1 | -20/+58 |
| | | | | INonSharedRegionModule | ||||
* | Immediately setting gain to zero as a workaround for code not stopping sound ↵ | SignpostMarv | 2012-10-29 | 1 | -0/+1 |
| | | | | started by llPlaySound | ||||
* | Fix memory leak where removing an NPC did not remove its circuits. | Justin Clark-Casey (justincc) | 2012-10-29 | 3 | -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. |