| Commit message (Collapse) | Author | Age | Files | Lines |
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by not deleting the landaccesslist. If this triggers an
sqlite error on .NET, we'll need to track that down seperatly.
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* Added support for LSL llGetOmega (Rotational/Angular Velocity)- ODEPlugin is the only physics plugin that reports it.
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* Added osSetPrimFloatOnWater(BOOL) to make Physical prim float at the water level.
* osSetPrimFloatOnWater(TRUE); or osSetPrimFloatOnWater(FALSE);
* By default, prim do not float at the water level.
* More work is needed on the floating, but it's a start.
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* Added WaterLevel support to the ODEPlugin. More on this later.
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* Everyone try to push a physical prim across a region border now.
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closer. Bugs may be due to the water distribution pattern.
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* More cleanup
* Less noise
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* W.I.P: Hydraulic Erosion (Spherical) paintbrush - code is all there, but some work is required on the initial parameters to get it to function correctly. Replaces the smooth brush when `newbrushes` is switched on.
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Collision Space Crash'
* Added: Console comment: [PHYSICS]: The scene reused a disposed PhysActor! *waves finger*, Don't be evil.
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* Expect the occasional deadlock?
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* Implements the Optimised Erosion routine defined by Jacob Olsen in the paper 'Procedural Terrain Generation' (http://www.oddlabs.com/download/terrain_generation.pdf)
* Replaces the 'flatten' brush when 'newbrushes' is enabled.
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if it wasn't already there.
* Started OpenSim on SQLite to a mass of red 'unable to load prim' messages.
* If you are getting this message, after this update, when you start OpenSimulator, you'll get it one more time and then it'll work again.
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System.Drawing.Color says it returns a Color with all Components as 0 if the String passed isn't a known color, so the null check has been commented out
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* Added "script terrain newbrushes <true|false>" to enable experimental terraforming brushes. Presently the 'revert' brush is replaced with the Weathering brush, when enabled.
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Grass type is not persisted. Try to rez some grass several time to have different random grass types around, then immediately move a couple of them. Or restart the sim and logon again. You'll see all grass types reverted to a dull default one :-)
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Patch to implement the following LSL functions:
llGetObjectPermMask()
llSetObjectPermMask()
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colour name can be any of the predefined .net System.Drawing.Color names.
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do some basic drawing onto textures. Currently the method the scripts have to use is most likely not the most user friendly, but this should improve soon. And hope to allow SVG files (either loaded from a web site, or even script created) to be used. I will add a page to the wiki tomorrow, until then http://www.pastebin.ca/934425 is a example c# script that can be used to get a bit of a idea.
Also added osSetDynamicTextureDataBlend and osSetDynamicTextureURLBlend that will allow the various textures to be blended together, but currently there are still a few bugs in them. So not ready for use yet.
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* Added Revert Area, flood brush.
* Added Revert Sphere, paint brush.
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Patch to implement the following LSL / OS functions
llParcelPrimCount(60%)
osSetParcelMediaURL
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As per the suggestions in Mantis 687 (thanks Sakai) to resolve an exception
* This won't apply to any existing inventory tables you have, but shouldn't
cause any issues with old tables either
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* Implements llGetOwnerKey
Thanks, lvoidpeng!
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* Trying to store items other than textures, sounds and scripts in a prim's inventory should no longer cause an exception.
* Temporary solution is to ignore storage requests for these assets - actually implementing this requires changes to TaskInventoryItem, at least
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from standalone services
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date and consistent
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* Enabled new TerrainModule. (The king is dead, long live the king!)
* Use the console command: "script terrain save file.r32" / "script terrain load file.r32" to load/save terrain. Now uses the extension to determine file format.
* MANY of the old terrain features do not have a replacement function in the new module yet, this needs to be corrected, but has not been done so far. This being said, the new module is faster and more efficient and should be a good replacement.
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with SceneObjectGroup.LocalId (and hence reduce confusion).
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reenable)
* *Much* faster terraforming (woot!)
* New "Brushes" design, so you can create custom terraforming brushes then apply those inplace of the standard tools. (ie an Erode Brush for example)
* New specialised "Flood Brushes" to do large area effects, ie, raise-area, now takes a bitmap rather than repeats the ordinary raise brush a thousand times.
* New modular file Load/Save systems -- write importers/exporters for multiple formats without having to hard code the whole thing in.
* Coming soon - effects system, ie the old Erosion functions, etc. for one-shot effects.
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