| Commit message (Collapse) | Author | Age | Files | Lines |
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script to prim inventory
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* after some tweaking to the UDPServer all appears to be well
* Added what 'was' the GetType(bytes,packetEnd,zeroBuffer) to the UDPServer. (it was removed as a static method from Packet)
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* Craggy terrain mishandling by ODE still occasionally causes point bounciness
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* Fixes:
* -- duplicating Active physical object causes objects to explode in opposite directions
* -- Rezzing objects too close to you avatar causes avatar to shoot around in odd directions
* Vanity
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spew in the debug when land was selected
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selection box
unless previously expanded in inventory.
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* This fixes a *bunch* of Mantis bugs related to the following
* -- Neighbouring simulators not appearing after relog
* -- Login to simulator only to be logged off by simulator.
* -- ThreadAbort
* -- Unable to shutdown circuitCode: x
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INI under [RemoteAdmin] with the name access_password
*Removed a few more unneeded exceptions in land that has been fixed
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developer can see it in the environment, but it doesn't cause any adverse effects.
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Inventory contents retrieval and persistent region storage standalone now appear to work as well as they did before :)
This patch will not fix grid problems.
May be bugs present due to conversions I didn't spot.
I personally probably don't have any more time for this today. I'm also not entirely convinced this is the right way forward
so this might be a handy pause for thought. I'll also be delighted if I wake up tommorrow and everything is fine again.
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*Restricted lines just give you a friendly warning for now
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null objects?)
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banlists.
* Added a way for Grid based configuration parameters to (generally used in overriding functionality) to get to the regions on Registration.
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Works with LibSL rev>1532
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be used for parcel banning goodness
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*Added an event that is triggered when an agent enters a new parcel
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* Exposed the mass as a PhysicsActor read only property (so scripts can get at it - hint hint -)
* Hollow and Path Cuts affect the prim mass (all Hollow Types are supported in this calculation (sphere,square,triangle))
* Prim no longer sink into the ground.
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Added: llSetLinkAlpha() and finished off llSetLinkColor() by adding the ability to use LINK_SET.
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within it.
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* added Util.Clip(value, min, max)
* modified asset cache's numPackets calculation to use max packet size (600) instead of 1000
* removed a few magic numbers
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blocking done yet.
*Made the OnSignificantClientMovement distance from .02 to .45 to make it easier on the server.
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llSetLinkColor() and a temp place holder for llOwnerSay() since many example scripts that are copy/pasted from outside sources have llOwnerSay() and its obnoxious to change in scripts each time.
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*Fixed typo causing access lists not to be stored correctly in sqlite
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datastore is sqlite
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accounted for. We're going to assume that our endpoint is okay and continue reading.
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* Added Incomplete Handling of the EstateCovenantRequest packet
* Added Incomplete Handling of the EstateOwnerMessageRequest.ChangeEstateCovenantid method
* Fixed a race condition with avatar animations
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* Removed unchecked TryParse, replaced with Parse as we were not checking for success and could lead to weirdness if an exception is ignored.
* Removed unused variable m_newAvatar
* Removed several unused try{}catch(Exception e){}'s.
* Added null assignment in simpleapp to prevent warning.
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* Made Terrain texture temp (it's re-created on every run)
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texture should now work.
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The list type and a bunch of support functions to LSL
Added/ReImplmented: llGetListLength(), llList2Integer(), osList2Double() (note rename),
llList2Float(), llList2String(), llList2Key(), llList2Vector(), llList2Rot(),
llList2List(), llDeleteSubList(), llGetListEntryType(), llList2CSV(), llCSV2List(),
llListInsertList(), llDumpList2String(),
Borked Still: llListSort(), llListRandomize(), llList2ListStrided(), llListFindList(),
Changed: llHTTPRequest() (Made wrapper of LSL_Types.list->List<string>)
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diagnosed further.
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on Simulator makes sim unuseable->'Closed Connection Called'
* I've fundamentally changed a few things, so this is experimental
* The routine that I used needs to be tested on Linux. I don't expect it to cause a problem, but hey, it might.
* Child agents are still not logged off properly, so when the first set time out, the second set get logged off also, on the second log in if the second login is initiated before the first one fully times out.
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* Added Locking while the Copy is taking place.
* Added an error message to describe what's actually happening.
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error in Scene. Affects 6 files and is Mantis#201
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in the file UDPServer.cs. Submitted by Jeff Ames via Mantis#200
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modifications
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