| Commit message (Collapse) | Author | Files | Lines |
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LSL_List when converting values from LSL for modInvoke()
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if-else-if-else block in ConvertFromLSL can have a consistent appearance
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unknown list element type errors in ConvertFromLSL (via modInvoke)
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since the call itself does nothing and the return value is ignored by all callers.
This is a very old method (+4 years) so is probably confusing code cruft.
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instead of attempting to run another shutdown concurrently.
Thanks to Oren Hurvitz for this change.
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script events can still access Physics scene until the script engine shuts down (triggered off base.Close())
XEngine listeners to EventManager.OnShutdown which is triggered from base.Close().
Possibly it could listen for the earlier OnSceneShuttingDown instead, but the easier solution right now is to relocate disposal of the physics scene.
This bug has existed since c150320 (Thu Jul 26 15:27:18 2012) and was in 0.7.4
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hud is
loaded. Thank you tglion
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Viewer 3 will discard such a message if the chat message owner does not match the avatar.
We were filling the ownerID with the primID, so this never matched, hence viewer 3 did not see any script error messages.
This commit fills the ownerID in with the prim ownerID so the script owner will receive script error messages.
This does not affect viewer 1 and associated viewers which continue to process script errors as normal.
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appearance notecard does not exist, rather than returning UUID.Zero or silently failing.
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parameter) throw ScriptException instead of just a plain old exception.
This is to make it easier to distinguish these exceptions from unexpected OpenSimulator problems internally and in regression tests.
No functional changes.
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notecard name is invalid. Make osNpcLoadAppearance() fail silently in same circumstance rather than throwing exception.
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OSSL_ApiNpcTests
This is a more intuitive location.
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accept a local ID as well as a UUID.
This means that the sub-commands are now id rather than uuid, e.g. show object id
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filename to save already exists, rather than exception throwing.
Also changes ConsoleUtil.CheckFileExists to CheckFileDoesNotExist() since this is more meaningful in the context, even though it does result in double negatives.
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to be serialized and dumped to XML for debug purposes.
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ConsoleUtil.CoordHelp
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Change terrain activation state to DISABLE_SIMULATION for better performance.
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assets weren't already in the cache. Comment cleanups.
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failed flag in BSPrim.ForceBodyShapeRebuild()
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linksets into own subclass. Will eventually add manual movement linkset subclass.
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running via the "debug lludp pool <on|off>" console command. For debug purposes.
This does not currently apply to the higher LLUDP packetpool.
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they are enabled. Add count stats for existing LLUDP pool.
This introduces a pull stat type in addition to the push stat type.
A pull stat takes a method on construction which knows how to update the stat on request.
In this way, special interfaces for pull stat collection are not necessary.
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instead of blank if no content type was set.
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where this wasn't already used.
This allows log level 5 (log sample or large part of incoming post data) to operate and removes copy/paste.
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hardcoded approach disabled the use of non-core dwell tracking modules.
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http://opensimulator.org/mantis/view.php?id=6370
Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
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(implementation of dwell-value in LandData + eventhandler, return always 0); source-formatting of LandData
Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
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Add support for V2/3 CLICK_ACTION_ZOOM to llSetClickAction
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OdePrim.BadMeshAssetCollideBits that monodevelop inserted automatically
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Fix spelling of collide, change to more self-documenting property BadMeshAssetCollideBits, add method doc, change to private to reduce code analysis complexity
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which is what it is.
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only so that we can add ms it takes to send.
This is chiefly to assess how long it may still take to send messages to such filtered groups.
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call for all friends rather than one for each friend.
However, large groups could still take a very long time since we still need to message each avatar on different simulators.
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groups.
This retrieves and caches information from the PresenceService to only send messages to online users.
This is reported to much improve performance for large groups where most users are offline.
Cache is 20 seconds to balance requests against users not receiving messages until cache updates.
This is an alternative to an approach where login/logout notification is sent directly from simulator to groups service.
However, I'm not convinced that this PresenceService approach is actually better. Needs more thought.
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This allows one to turn on super-verbose groups debug logging on and off whilst the region is in operation.
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handling.
Refactor some names to make them available for the asset tracking and fetching.
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Various tweekings to avatar shape/mass/inertia/etc.
Remove change from avatar radius to diameter. But still the avatar sinks.
Collision_end now happens immediately rather than at the next subscription time.
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Change character scaling to represent size of capsule (diameter rather than radius)
Modify create capsule call to pass radius and height.
Eliminate errors when calculating shape inertia (should have some type checking).
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Add new function to ParameterDefn for calling BulletSimAPI to set values.
Tweaking to BSCharacter parameter setting to try and have avatars stand.
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initialized and setting of C++ parameters commented out. Comments and logging added.
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Add capsule shape to BSShapeCollection().
Remember last updated values so inter frame diffs can be computed.
Parameterize avatarStandingFriction and reduce to 10 from 999.
The latter high value made avatars very hard to push.
Set CCD parameters for prims and characters of specified.
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