| Commit message (Collapse) | Author | Age | Files | Lines |
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multiple duplicates of the same code.
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AbsolutePosition; back in the linking routine. Why was it removed? It's critical to the physics scene.
* Fixes mantis #3108
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* sealed OdeScene
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without causing a stack collision.
* This fixes crashing on large sets of physical prims because of stack collisions (assuming you follow the directions on linux for starting ode with ulimit). After the maximum joints are created, objects will start to fall through the ground and be disabled. Not the best solution, but it's better then a crash caused by a stack collision with the process exceeding the maximum available memory/recursions per thread.
* Make a clean region, make a stack of 5000 prim, 20 layers high. Make them physical, *SLOW*, but no crash.
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* The actual AABB of the heightfield on the Z is now determined by the minimum and maximum heightfield value in the terrain array (assuming it's a reasonable number). This might optimize collisions in simulators that have a small difference between minimum and maximum heightfield values.
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ScenePresence.MakeRootAgent; CAPs are already in place when this runs.
* Moved MoveAgentIntoRegion further down in the CompleteMovement method.
* changed a couple of methods from protected to public in SceneCommunicationService
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must be there because of attachments.
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identical to LocalLoginService.CustomiseResponse in order to be able to pull them up.
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Created nunit test for LSL API and example test for
llAngleBetween which was marked untested in wiki.
Run new test succesfully with NUnitGUI and nant build.
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format is Host:Port:Region. Refactored the linking code from MapSearchModule to HGHyperlink, so that it can be used both by the MapSearchModule and the Console command.
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Thanks to Rob Smart for pointing this out.
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line editing, context sensitive help (press ? at any time), command line
history, a new plugin command system and new appender features thet let you
type while the console is scrolling. Seamlessly integrates the ICommander
interfaces.
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* fixes mantis #3092: User Server sets agent starting position to passed x/y/x instead of x/y/z
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http://opensimulator.org/mantis/view.php?id=3089
* This adds more explanation for the new proxy settings in OpenSim.ini.example
* Also does some formatting correction
* I did some additional reformatting on top of that
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* should bring us back up to 240 tests
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problem
* Such failures are now fatal to grab the user's attention.
* However, they could be made non-fatal (just with a loud error warning) if this proves too inconvenient
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* So at the moment once can type 'help terrain fill' as well as 'terrain fill help'
* Current implementation is a transient hack that should be tidied up soon
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OpenSim.Region.Environment into a "framework" part and a modules only
part. This first changeset refactors OpenSim.Region.Environment.Scenes,
OpenSim.Region.Environment.Interfaces, and OpenSim.Region.Interfaces
into OpenSim.Region.Framework.{Interfaces,Scenes} leaving only region
modules in OpenSim.Region.Environment.
The next step will be to move region modules up from
OpenSim.Region.Environment.Modules to OpenSim.Region.CoreModules and
then sort out which modules are really core modules and which should
move out to forge.
I've been very careful to NOT BREAK anything. i hope i've
succeeded. as this is the work of a whole week i hope i managed to
keep track with the applied patches of the last week --- could any of
you that did check in stuff have a look at whether it survived? thx!
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properties event queue message. Addresses Mantis#3090
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requests
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* Clamps negative values to zero when a terrain is exported in LLRAW format, since LLRAW doesn't support negative values.
* Thanks jonc!
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effectively fulfil this function
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command text needs to be typed
* Should disappear soon
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* Typing help will now give a list of these topics at the top (as well as the rest of the current help stuff)
* Typing help <topic> will give information about commands specific to that topic
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the information twice
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* The same information is available via SceneManager
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the large number of different things that Scene does
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This patch fixes the problem where if an object containing a script is
deleted at the same time as an object containing the same script is
rezzed, it can result in the assembly file being deleted after the
second object script initialisation has found it but not started using
it yet, resulting in the script not starting up.
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both versions currently.
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http://jira.secondlife.com/browse/VWR-8049 .
* Catherine contacted us and gave us a LLSD dump to study for implementation.
* Still needs to be tested. May not produce expected results.
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* other minor tidy up
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* This option makes OpenSim use the usual db based asset service in standalone, and the grid based one in grid mode
* The other options can (local, grid, etc) can still be used explicitly as before
* Also change OpenSim.ini.example and the surrounding explanative text
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departing region wrt the creation of the child agent in the receiving region, and that resulted in failed TPs.
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database backup/update on the SceneObjectGroup.
This is now called at the beginning of DeRezObject, so we know the database is upto date before we attempt to delete a object.
Fix Mantis #1004
Which happened because Database backups don't happen if a object is still selected, so when you select a part in a link-set and then unlink it and then delete it, all without unselecting the prim at all. The unlink changes never get updated to the database. So then when the call to delete the prim from the database happens, which is called with the SceneObjectId. That SceneObjectId is never found, as the database still has that prim as part of another link set.
It is possible that these changes might have to be reverted and for us to find a different method of fixing the problem. If the performance overhead is too high or it causes any other problems.
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- trim trailing whitespace
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eliminating the redundant enable = true commented example
* Comment out some startup verbosity from the module if we haven't enabled it
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much point doing one without the other
* Shouldn't result in any deadlocks as I don't think there are any locks in the calling code
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* Add unit test assertions to check this
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