Commit message (Collapse) | Author | Age | Files | Lines | |
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* | Make "show object part" command correctly display script status. | Justin Clark-Casey (justincc) | 2012-10-31 | 7 | -35/+77 |
| | | | | | Uses new IEntityInventory.TryGetScriptInstanceRunning() Makes it clearer that TaskInventoryItem.ScriptRunning cannot be used as it is temporary and not updated. | ||||
* | Merge branch 'master' of melanie@opensimulator.org:/var/git/opensim | Melanie | 2012-10-30 | 3 | -7/+21 |
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| * | Only create a new list to check if objects have reached targets if there ↵ | Justin Clark-Casey (justincc) | 2012-10-30 | 1 | -5/+9 |
| | | | | | | | | actually are any targets. | ||||
| * | Log warning if mesh/sculpt asset couldn't be found by ↵ | Justin Clark-Casey (justincc) | 2012-10-30 | 1 | -0/+6 |
| | | | | | | | | | | | | ODEPrim.MeshAssetReceived() callback. Presumably this is now more useful if the false positive from the old method of loading mesh assets have been eliminated. | ||||
| * | Add method doc to IAssetService.Get(string, object, AssetRetrieved) ↵ | Justin Clark-Casey (justincc) | 2012-10-30 | 1 | -1/+5 |
| | | | | | | | | | | | | outlining the situations in which AssetRetrieved may be called back with a null AssetBase. These situations include asset not found and remote service not responding. | ||||
| * | Add asset != null check to ODEPrim.MeshAssetReceived instead of throwing ↵ | Justin Clark-Casey (justincc) | 2012-10-30 | 1 | -1/+1 |
| | | | | | | | | | | | | exception. In some cases (such as failure to receive response from asset service), it is possible for a null to be returned from IAssetService.Get(string, object, AssetRetrieved). | ||||
* | | Store and send the current movement animation state to a new sim on crossing | Melanie | 2012-10-30 | 2 | -0/+17 |
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* | | Add AnimState to CADU | Melanie | 2012-10-30 | 1 | -0/+36 |
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* | Make MeshAssetReceived private. | Justin Clark-Casey (justincc) | 2012-10-30 | 1 | -1/+1 |
| | | | | Keep methods private unless they need to be opened up to external callers. Reduces analysis complexity. | ||||
* | correct ODEPrim.MeshAssetReveived -> MeshAssetReceived | Justin Clark-Casey (justincc) | 2012-10-30 | 1 | -3/+2 |
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* | refactoring to use assembly:classname style of configuration | SignpostMarv | 2012-10-29 | 1 | -1/+4 |
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* | Renaming module back to SoundModule as the hypothetical plan was to make ↵ | SignpostMarv | 2012-10-29 | 1 | -3/+3 |
| | | | | another module using the shared region module interface, but this was pointed out by Melanie_T to be mostly pointless. | ||||
* | SianaGearz notes stop sound flag is 1 << 5, so using that for ↵ | SignpostMarv | 2012-10-29 | 1 | -6/+3 |
| | | | | ISoundModule.StopSound rather than setting gain to zero | ||||
* | tweaking configuration logic so that the INonSharedRegionModule will load by ↵ | SignpostMarv | 2012-10-29 | 1 | -4/+9 |
| | | | | default | ||||
* | documenting some params on ISoundModule methods | SignpostMarv | 2012-10-29 | 1 | -7/+16 |
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* | refactoring llCollisionSound to use new KeyOrName method | SignpostMarv | 2012-10-29 | 1 | -10/+1 |
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* | Refactoring llTriggerSoundLimited with a new method on ISoundModule, as the ↵ | SignpostMarv | 2012-10-29 | 3 | -6/+36 |
| | | | | LL Wiki spec for llTriggerSoundLimited states an axis-aligned bounding box, not radial constraint | ||||
* | fixing poorly-formatted xml doc string for Util.IsInsideBox | SignpostMarv | 2012-10-29 | 1 | -1/+1 |
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* | refactoring llTriggerSoundLimited to not use the LSL methods, since that ↵ | SignpostMarv | 2012-10-29 | 1 | -2/+2 |
| | | | | will cause unnecessary calls to m_host.AddScriptLPS(1) | ||||
* | refactoring llGetPos() to take advantage of implicit converter | SignpostMarv | 2012-10-29 | 1 | -2/+1 |
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* | shifting from two instances of typecasting to one instance of typecasting in ↵ | SignpostMarv | 2012-10-29 | 1 | -4/+4 |
| | | | | llTriggerSoundLimited | ||||
* | 80-character width terminal formatting of recent commits to llPlaySound, ↵ | SignpostMarv | 2012-10-29 | 1 | -7/+15 |
| | | | | llPlaySoundSlave, llTriggerSound and llTriggerSoundLimited | ||||
* | shuffling code around so that the interface for ISoundModule.SendSound() ↵ | SignpostMarv | 2012-10-29 | 5 | -28/+47 |
| | | | | specifies a UUID rather than a string | ||||
* | moving SendSound from SceneObjectPart to ISoundModule | SignpostMarv | 2012-10-29 | 5 | -86/+119 |
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* | fixing a bug in SceneObjectPart.SendSound where sounds would always come ↵ | SignpostMarv | 2012-10-29 | 1 | -9/+8 |
| | | | | from the root prim rather than the source prim | ||||
* | Factoring out a superfluous local variable & repeated assignment in ↵ | SignpostMarv | 2012-10-29 | 1 | -10/+8 |
| | | | | SceneObjectPart.SendSound as linksets are only meant to have a single owner | ||||
* | Formatting SoundModuleNonShared.LoopSound, consistent indentation | SignpostMarv | 2012-10-29 | 1 | -1/+1 |
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* | deduplicating code into a single LoopSound method | SignpostMarv | 2012-10-29 | 3 | -27/+23 |
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* | removing superfluous lines from SceneObjectPart.SendSound | SignpostMarv | 2012-10-29 | 1 | -8/+0 |
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* | refactoring StopSound into a private static method to skip repeating ↵ | SignpostMarv | 2012-10-29 | 1 | -1/+6 |
| | | | | m_scene.TryGetSceneObjectPart | ||||
* | Removing a locked iteration over SceneObjectGroup.LoopSoundSlavePrims as the ↵ | SignpostMarv | 2012-10-29 | 1 | -15/+0 |
| | | | | SL Wiki spec does not state that slaves are set to match master values | ||||
* | adjusting parameter order of PreloadSound to be more logical | SignpostMarv | 2012-10-29 | 3 | -4/+4 |
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* | transposing LoopSoundMaster to Sound Module | SignpostMarv | 2012-10-29 | 3 | -25/+50 |
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* | transposing preload sound onto sound module | SignpostMarv | 2012-10-29 | 4 | -32/+32 |
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* | transposing stop sound into sound module | SignpostMarv | 2012-10-29 | 3 | -37/+56 |
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* | moving comment for llStopSound inside the method block prior to ↵ | SignpostMarv | 2012-10-29 | 1 | -1/+1 |
| | | | | transposition to sound module | ||||
* | documenting ISoundModule methods & fields | SignpostMarv | 2012-10-29 | 1 | -0/+28 |
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* | formatting ISoundModule prior to documentation | SignpostMarv | 2012-10-29 | 1 | -2/+4 |
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* | formatting changes to SceneObjectPart.SendSound; consistent indentation | SignpostMarv | 2012-10-29 | 1 | -34/+34 |
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* | SceneObjectPart.SendSound can exit early if a sound module was not found. | SignpostMarv | 2012-10-29 | 1 | -4/+4 |
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* | Changing the logic order in the TaskInventory iterator of ↵ | SignpostMarv | 2012-10-29 | 1 | -1/+1 |
| | | | | ScenObjectPart.SendSound, since we can currently have non-unique object inventory names so we should check the asset type first. | ||||
* | Replacing double-if block in SceneObjectPart.SendSound with Util.Clip | SignpostMarv | 2012-10-29 | 1 | -4/+1 |
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* | TryGetScenePresence in TriggerSound is probably meant to be using the ↵ | SignpostMarv | 2012-10-29 | 1 | -1/+1 |
| | | | | ownerID, not the objectID | ||||
* | swapping GetSceneObjectPart for TryGetSceneObjectPart in PlayAttachedSound ↵ | SignpostMarv | 2012-10-29 | 1 | -4/+4 |
| | | | | to imply why we're doing an early return. | ||||
* | stripping whitespace from ISoundModule, formatting SoundModuleNonShared.cs | SignpostMarv | 2012-10-29 | 2 | -4/+6 |
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* | refactoring thisSpGain in PlayAttachedSound as it was previously using two ↵ | SignpostMarv | 2012-10-29 | 1 | -8/+4 |
| | | | | typecasts in the assignment and had the assignment on a separate line to the declaration | ||||
* | Factoring out an if-else block in PlayAttachedSound as it was using the ↵ | SignpostMarv | 2012-10-29 | 1 | -6/+6 |
| | | | | previously hard-coded max distance value. | ||||
* | making the max distance for sounds to be heard from their origin a ↵ | SignpostMarv | 2012-10-29 | 2 | -3/+11 |
| | | | | configurable option exposed via a public field on ISoundModule (with private setter in the implementation) | ||||
* | Converting the ISoundModule implementation from an IRegionModule to an ↵ | SignpostMarv | 2012-10-29 | 1 | -20/+58 |
| | | | | INonSharedRegionModule | ||||
* | Immediately setting gain to zero as a workaround for code not stopping sound ↵ | SignpostMarv | 2012-10-29 | 1 | -0/+1 |
| | | | | started by llPlaySound |