| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
| |
to the various physics engines. No connection to the
underlying physics simulator yet, just plumbing through
the various classes.
|
|
|
|
|
|
|
|
| |
Correct a typo in namespace declaration
Also adds a new flag to the PacketManager to force retention of packets
marked reliable (default off)
|
|
|
|
|
|
| |
Corrects the spurious reference to MySQL namespace in
GridManager.cs.
|
|
|
|
|
|
| |
Corrects the typo of namespace Opensim.Framework to
OpenSim.Framework in Cache.cs.
|
|
|
|
|
|
|
|
|
| |
- Added TeleportFinish event to the event-queue. It works better than
before (you can teleport), but it doesn't work quite right yet (you
start TPing after the TP again).
Beware: Still experimental and non-working.
|
| |
|
|
|
|
| |
Fix a UUID vs null comparison.
|
| |
|
|
|
|
|
|
|
|
| |
client.. with EventQueue enabled.
* You occasionally loose the event queue if you cross back and forth between the same regions many multiples of times.
* But Don't try to teleport!
|
|
|
|
|
|
|
|
| |
The current llGetLinkName returns an empty string if a prim
with the given link number is not found in the link set. In
SL an empty string is only returned if the prim name is actually
blank, a NULL_KEY is returned instead with a couple of exceptions.
|
|
|
|
| |
the Security 'fixed' client.. But don't try to cross yet!
|
|
|
|
|
|
|
|
| |
* If EventQueueGet is enabled, use that instead of a few UDP packets, if it's disabled use the UDP packets like normal.
* We *really* suggest users do not turn on EventQueueGet yet.. as it's highly experimental, broken, and resource intensive
* Updated OpenSim.ini.example
* Testers of EventQueueGet.. in OpenSim.ini, it's in the [Startup] Section.. change EventQueue = false, to EventQueue = true.
|
| |
|
|
|
|
|
|
| |
* returns FAKEEVENT instead of the connection returning a 502. It doesn't like our 502's for some reason.. so, in leau of this.. send it a fake event.
* Once again, this is still 'really early' code, so please don't blame us if you have no more threads left.
|
|
|
|
|
|
|
| |
yet. This shouldn't break anything, but is work in progress, so be careful.
Contains a new file; do your runprebuilds.
|
| |
|
| |
|
|
|
|
|
|
|
| |
* This won't function yet as far as the client can tell.. because it doesn't respond to the first query with a 200 message.
* We have to figure out how to encode those binary values in the example code in the module...
* Committing this so we have a start point. Will continue to work on this more today.
|
| |
|
| |
|
|
|
|
|
|
| |
Patch up a type name change in libomv. Thanks for tracking that down, idb
|
| |
|
|
|
|
|
|
|
| |
Changes behavior to send on_rez event to prims when rezzed from agent
inventory.
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
|
| |
Add some compile messages from XEngine into DNE as well.
|
|
|
|
|
|
|
|
|
| |
* Updates to libomv r2243,
* Remove lots of unnecessary typecasts
* Improves SendWindData()
Thanks jhurliman.
* Will update OpenSim-libs in 10 minutes..
|
| |
|
|
|
|
|
|
|
| |
ResetScripts In Selection, Set Script to [not] Running In Selection from
the tools menu. Allows DNE script reset without a full recompile.
|
| |
|
| |
|
|
|
|
|
|
|
| |
Removing it made DNE scripts crash. Fixed here.
Now on to converge the compilers.
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
| |
* Reapply homer's click action implementation, which accidentally got blatted
* Thanks tyre
|
| |
|
|
|
|
|
|
| |
Clode cleanup and removal of commented stuff in ScriptManager.
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
|
| |
system
* This means that saving notecards in prim inventories should now work.
* Not the nicest code in the world - the transactions system is pretty fugly right now
* PLEASE NOTE: Currently, the prim will not repersist until up to 15 seconds after it is unselected.
* What we really need is a proper mechanism so that any prim updates still waiting when the simulator is quit are performed before exit.
|
| |
|
| |
|
|
|
|
|
|
|
|
| |
DNE and move all of DNE into the DotNetEngine directory. Remove references
that would cause the script runtime to load the entire engine + scene into
each script appdomain. This might help DNE memory consumption.
|
|
|
|
|
|
|
| |
* It seems kind of silly to be building a 256x256 array just to use two 16 float blocks.. but for now the layerdata routine requires it so we'll go along with that.
* We only fill a 32x16 area of the 256x256 float array with data.
* We use patches 0,0 and 0,1 for the first and second patch to determine the direction and magnitude of the wind.
|
| |
|
|
|
|
|
|
| |
As a bonus, the OSSLPrim has now come to XEngine, too!
|
|
|
|
|
|
|
|
|
| |
The binaries are still different, but that is only a small step away now.
The OSSLPrim has been removed. This commit will breal all scripts
using Prim.Scale(), etc, syntax. It was not secure and will have to
be brought back in another form.
|