| Commit message (Collapse) | Author | Age | Files | Lines |
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was just a glitch
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Conflicts:
OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs
OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs
prebuild.xml
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These weren't working properly anyway.
You will need to rerun prebuild.sh/.bat after this commit, and maybe "nant clean" as well.
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that same height in ScenePresence.
This prevents unnecessary work in the ODE module, though possibly that should be checking against same size sets itself
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When upgrading the previously child agent to a root, the code was setting the Size parameter on the ODECharacter PhysicsActor.
This in turn reset Velocity, which cause the border stall.
I'm fixing this by commenting out the Velocity = Vector3.Zero lines since they don't appear to play a useful purpose
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offset position!
Add method doc to explain this.
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Conflicts:
OpenSim/Region/Framework/Scenes/ScenePresence.cs
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SP.AbsolutePosition
OffsetPosition is also misnamed - it returns the absolute position and never contains an offset.
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understand).
There were a few variables in LocalConsole with single character names, and the class fields did not use the m_ prefix.
I also removed a redundant variable, h. It was being set to 1 in a couple of places, and incremented in another, but never actually used.
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Pressing backspace causes hidden input (such as passwords) to be revealed on the console. The echo state was not being taken into account when handling a backspace key press.
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and InventoryStore
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5035).
Using the RemoteAdmin API to close then recreate a region would fail if the estate name had not changed. If the estate name /was/ changed then the existing estate would be renamed rather than a new one being created. The problem really arose from a lack of distinction in the data storage layer between creating new estates and loading existing ones.
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Conflicts:
OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs
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entries on standalone if applicable.
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entries to make a newly created user appear as a non-cloud on viewer 2
Viewer 2 no longer contains the default avatar assets (i.e. "Ruth") that would appear if the user had insufficient body part/clothing entries.
Instead, avatars always appear as a cloud, which is a very bad experience for out-of-the-box OpenSim.
Default is currently off. My intention is to switch it on for standalone shortly.
This is not particularly flexible as "Ruth" is hardcoded, but this can change in the future, in co-ordination with the existing RemoteAdmin capabilities.
Need to fix creation of suitable entries for users created as estate owners on standalone.
Avatars still appear with spooky empty eyes, need to see if we can address this.
This commit adds a "Default Iris" to the library (thanks to Eirynne Sieyes from http://opensimulator.org/mantis/view.php?id=1461) which can be used.
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Conflicts:
OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
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reflect what it actually does
This also makes it consistent with some other methods that send data to the client.
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prim inventory
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Conflicts:
OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
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avoid a possible race condition
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Conflicts:
OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
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name rather than one that references a metadata file containing only the folder object.
If we do this, then viewer 3 crashes when we try and rez a script directly in an attachment's prim inventory.
Sending an empty file name was already being done if the prim's inventory had never been touched.
Now we always do that if there are no items in that inventory.
Hopefully addresses the remaining point in http://opensimulator.org/mantis/view.php?id=5644
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it's an eyesore)
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checked mode" - doesn't make much sense to me, but for some reason it doesn't like 256 - 6 when 256 is a constant...
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all parts, now that we're performing this check in UpdateKnownItem() for other purposes
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itemID is always taken taken from the group's stored item id, and agentID is never used.
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It's not appropriate for code outside the attachments module to call this.
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Viewer 2/3 will sometimes attempt to rewear attachments, even though they have already been attached during the main login process.
This change ignores those attempts.
This stops script failures during login, as the rewearing was racing with the script startup code.
It might also help with attachments being abnormally put into deleted state.
Hopefully resolves some more of http://opensimulator.org/mantis/view.php?id=5644
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itemID) for now
As far as I can see, this is only invoked by a PUT request to ObjectHandlers, which is not being used anyway.
Invoking attachments code at this point is probably inappropriate since it would still be invoked when the client entered the scene.
Being commented to simplify analysis of attachments issues. Can be uncommented when in use.
Also, small tweak to lock and log removal of a SOG from the SceneObjectGroupsByLocalPartID collection in SceneGraph.GetGroupByPrim() if an inconsistency is found.
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part indexes in SG.DeleteSceneObject()
this is unnecessary because the parts array iterated through contains the root part as well as the non-root parts
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