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2012-10-29moving SendSound from SceneObjectPart to ISoundModuleSignpostMarv5-86/+119
2012-10-29fixing a bug in SceneObjectPart.SendSound where sounds would always come ↵SignpostMarv1-9/+8
from the root prim rather than the source prim
2012-10-29Factoring out a superfluous local variable & repeated assignment in ↵SignpostMarv1-10/+8
SceneObjectPart.SendSound as linksets are only meant to have a single owner
2012-10-29Formatting SoundModuleNonShared.LoopSound, consistent indentationSignpostMarv1-1/+1
2012-10-29deduplicating code into a single LoopSound methodSignpostMarv3-27/+23
2012-10-29removing superfluous lines from SceneObjectPart.SendSoundSignpostMarv1-8/+0
2012-10-29refactoring StopSound into a private static method to skip repeating ↵SignpostMarv1-1/+6
m_scene.TryGetSceneObjectPart
2012-10-29Removing a locked iteration over SceneObjectGroup.LoopSoundSlavePrims as the ↵SignpostMarv1-15/+0
SL Wiki spec does not state that slaves are set to match master values
2012-10-29adjusting parameter order of PreloadSound to be more logicalSignpostMarv3-4/+4
2012-10-29transposing LoopSoundMaster to Sound ModuleSignpostMarv3-25/+50
2012-10-29transposing preload sound onto sound moduleSignpostMarv4-32/+32
2012-10-29transposing stop sound into sound moduleSignpostMarv3-37/+56
2012-10-29moving comment for llStopSound inside the method block prior to ↵SignpostMarv1-1/+1
transposition to sound module
2012-10-29documenting ISoundModule methods & fieldsSignpostMarv1-0/+28
2012-10-29formatting ISoundModule prior to documentationSignpostMarv1-2/+4
2012-10-29formatting changes to SceneObjectPart.SendSound; consistent indentationSignpostMarv1-34/+34
2012-10-29SceneObjectPart.SendSound can exit early if a sound module was not found.SignpostMarv1-4/+4
2012-10-29Changing the logic order in the TaskInventory iterator of ↵SignpostMarv1-1/+1
ScenObjectPart.SendSound, since we can currently have non-unique object inventory names so we should check the asset type first.
2012-10-29Replacing double-if block in SceneObjectPart.SendSound with Util.ClipSignpostMarv1-4/+1
2012-10-29TryGetScenePresence in TriggerSound is probably meant to be using the ↵SignpostMarv1-1/+1
ownerID, not the objectID
2012-10-29swapping GetSceneObjectPart for TryGetSceneObjectPart in PlayAttachedSound ↵SignpostMarv1-4/+4
to imply why we're doing an early return.
2012-10-29stripping whitespace from ISoundModule, formatting SoundModuleNonShared.csSignpostMarv2-4/+6
2012-10-29refactoring thisSpGain in PlayAttachedSound as it was previously using two ↵SignpostMarv1-8/+4
typecasts in the assignment and had the assignment on a separate line to the declaration
2012-10-29Factoring out an if-else block in PlayAttachedSound as it was using the ↵SignpostMarv1-6/+6
previously hard-coded max distance value.
2012-10-29making the max distance for sounds to be heard from their origin a ↵SignpostMarv2-3/+11
configurable option exposed via a public field on ISoundModule (with private setter in the implementation)
2012-10-29Converting the ISoundModule implementation from an IRegionModule to an ↵SignpostMarv1-20/+58
INonSharedRegionModule
2012-10-29Immediately setting gain to zero as a workaround for code not stopping sound ↵SignpostMarv1-0/+1
started by llPlaySound
2012-10-29Fix memory leak where removing an NPC did not remove its circuits.Justin Clark-Casey (justincc)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.
2012-10-29Add "force gc" region console command which manually invokes garbage collection.Justin Clark-Casey (justincc)2-1/+13
For debugging purposes.
2012-10-28Deep copy the collection of at_target objects so it can't be modified whileMelanie1-2/+5
it's being iterated
2012-10-27minor: Fix verbose IAR save message to make it a bit clearer that item data ↵Justin Clark-Casey (justincc)1-1/+1
is being saved at that point, not asset data.
2012-10-26Fix "save iar" hanging permanently if the asset request phase times out.Justin Clark-Casey (justincc)4-14/+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.
2012-10-26Separate LSL's notion of the default anim from the actually playing anims.Melanie2-5/+7
2012-10-26Revert "Fix for Mantis 0006376: Avatar no longer show Walking animation when ↵Melanie1-1/+1
any AO hud is" This reverts commit fa484c3494a7190b4d7526094347be74d091e125.
2012-10-26minor: Make the error thrown logged when a simulator in grid mode is trying ↵Justin Clark-Casey (justincc)1-1/+1
to set estate owner to a user that doesn't exist a little more obvious.
2012-10-26refactoring IWorldCommListenerInfo.GetRegexBitfield() method to be a field ↵SignpostMarv2-14/+9
with a private setter
2012-10-26adding ability for listeners to be filtered by regular expressions and a ↵SignpostMarv6-19/+242
general-purpose function to see if a given string matches a given regex
2012-10-26Formatting and casing correction in WorldCommModule, trailing new line in ↵SignpostMarv3-5/+5
OSSL to get git diff to not complain
2012-10-26minor: Add comment as to why we are pulcking plain old ints out of the ↵Justin Clark-Casey (justincc)1-0/+2
LSL_List when converting values from LSL for modInvoke()
2012-10-26Removing the apparently superfluous explicit namespace reference so that the ↵SignpostMarv1-8/+2
if-else-if-else block in ConvertFromLSL can have a consistent appearance
2012-10-26system ints can end up in LSL lists, which can cause counter-intuitive ↵SignpostMarv1-0/+2
unknown list element type errors in ConvertFromLSL (via modInvoke)
2012-10-26Comment out InventoryTransferModule.NeedSceneCacheClear() and invocations ↵Justin Clark-Casey (justincc)3-103/+106
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.
2012-10-26Fixed saving non-square multi-region OARsOren Hurvitz1-1/+1
2012-10-25minor: if a scene is already shutting down on Scene.Close(), warn and exit ↵Justin Clark-Casey (justincc)1-0/+6
instead of attempting to run another shutdown concurrently. Thanks to Oren Hurvitz for this change.
2012-10-25Changed "course" to "coarse" in several placesOren Hurvitz3-18/+18
2012-10-25In Scene.Close(), dispose of the physics scene after base.Close() since ↵Justin Clark-Casey (justincc)2-6/+25
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
2012-10-25Fix for Mantis 0006376: Avatar no longer show Walking animation when any AO ↵nebadon1-1/+1
hud is loaded. Thank you tglion
2012-10-25Fix script error messages not showing up in viewer 3 and associated viewers.Justin Clark-Casey (justincc)9-34/+75
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.
2012-10-25Get osNpcCreate() and osNpcLoadAppearance() to generate a script error if ↵Justin Clark-Casey (justincc)2-11/+30
appearance notecard does not exist, rather than returning UUID.Zero or silently failing.
2012-10-25When scripts generate expected exceptions (e.g. due to checked bad ↵Justin Clark-Casey (justincc)5-9/+52
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.