| Commit message (Collapse) | Author | Age | Files | Lines |
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This is sent to all root prims of all attachments of an avatar when the
animation state changes. llGetAnimation() can thenbe used to find the
new movement animation. This eliminates the need for fast timers in AOs
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* Interfaces now live in Interfaces subdirectory.
* Namespace does not yet reflect this change.
* Final namespace for MRMs will probably sit somewhere around OpenSim.Extend.MRM[?]
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Fixes Mantis #3421
Change the agent/avatar events subscriptions to just OnNewClient. The data only needs to be sent once and keeping track of log ins/movements is not required. This will also send cloud data to child agents so that they can see clouds above neighbouring regions not just regions that they have visited.
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now.
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Interface. (blame prebuild)
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to a central server via REST, for centralized XMLRPC routing.
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xmlrpc_uri(string) in response to a OpenRemoteDataChannel call. The string
is the fully qualified URI to post XMLRPC requests for that script to.
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UUIDs with a central marshaller for grids, or publish the ULS for objects
elsewhere.
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publication
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of objects from the scene, and of scripts from objects. This facilitates
the development of modules that can register prims with externall servers
for inbound email and XMLRPC. Currently implemented in XEngine only.
Also applying cmickeyb's compiler locking patch, since it seems risk-free.
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Committed with comment changes.
Fixes Mantis #3412
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* Return different values for llCloud() over time based on a cellular automation system.
* Thanks aduffy70!
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* Make llGroundSlope() return correct results
* Thanks aduffy70!
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* This corrects problems seen on some SQLite systems where the migration fails because the two argument substr() isn't implemented
* Thanks RemedyTomm!
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* Revamps the server side texture pipeline
* Textures should load faster, get clogged less, and be less blurry
* Minor tweak to ensure the outgoing texture throttle stays private.
* Fixes mantis 3440
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Addresses Mantis #3381
The current implementation works as expected if the object has no rotation or
only rotation around the Z axis; you can spin the object left or right (around
the world Z axis).
It works a little unexpectedly if the object has a non-Z-axis rotation; in this
case the body is spun about its local Z axis, not the world Z-axis. (But SL
also behaves oddly with a spin on an arbitrarily rotated object.)
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* Add cursory integration with script engine.
* LLMoveToTarget, LLSetBouyancy, LLSetStatus (Physical only), LLApplyImpulse, LLApplyTorque, LLPushObject.. etc.
* Still missing linked physical active and LLSetStatus with an axis lock.
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OnTouch capable scripts.
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* Enables border crossings when using the BulletDotNETPlugin
* Enabled variable time steps in BulletDotNETPlugin
* Still no 'linked physical objects' yet
* Still no script engine integration
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conditions
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* Now, the 144 unit tests takes roughly as long time to run (16s on my laptop) that the 10 long running takes. The database tests takes forever.
* Feel free to run the unit tests as you code, and the rest before commit.
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* This makes the problem much more obvious to the user, and OpenSim isn't that useful without inbound http anyway
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* Remaining inconsistent uuids (non dashed) are in region store for sqlite and mysql
* Migration of these will happen at a later date, unless someone else wants to do it
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elsewhere
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anything that already contains a -
* Among other things, this means that if a migration is interrupted, it can simply be retried
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* This makes the representation consistent with that most commonly used in the other supported database layers
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that in all db tests. *phew*
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* Syntax: //@DEPENDS:library.dll
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The attached patch implements osKey2Name and osName2Key
which converts between a UUID key for an avatar and
an avatar name and vice-versa.
osKey2Name is similar to llKey2Name except that it will work
even if the avatar being looked up is not in the same region
as the script.
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* This lets you do things like IObject.Materials[0].Texture = new UUID("0000-...");
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* This allows you to utilize System.Drawing tools on textures within the region.
* Example: use System.Drawing.Bitmap to make your texture, then use Host.Graphics.SaveBitmap to make an asset from it in JPEG2K. You can edit (but not overwrite) existing textures using Host.Graphics.LoadBitmap.
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* This event fires when a new avatar is created within the Scene. (Internally corresponds to EventManager.OnNewPresence)
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* This makes MRM scripting ever so slightly more secure. If you have enforced Object Permissions enabled, it may be acceptable to enable MRM within your regions.
* Security bug reports on this feature are much appreciated (eg: anyone finding ways around this to execute a MRM as a basic user).
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animation packet from firing OnChat)
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* Corrected issue with MRMs where it would attempt to overwrite an already loaded DLL. (and thus fail with cryptic UnauthorizedAccessException.)
* Made DrunkenTextAppreciationModule.cs MRM not crash with StackOverflowException
* Added some temporary logging to MRM World.*
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* Added "DrunkenTextAppreciationModule" Demo MRM - behaves very similarly to the sobriety filter in WoW. ;)
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* Avatar and Object now inherit from IEntity.
* Avatar.Position is now Avatar.WorldPosition to match IObject property.
* Implements event World.OnChat += delegate(IWorld sender, ChatEventArgs e);
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* Optimizes SceneGraph - fetches on primitives via "GetGroupByPrim" wont search the entire list if the primitive is infact the root. (Core)
* Updates Test MRM.
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mapping.
This fixes mantis #3435
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* This is equivalent to LSL 'touch(int senders)'
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