| Commit message (Collapse) | Author | Age | Files | Lines |
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ScriptEngine (as opposed to "DotNetEngine") should work for a single region. It will however not work because it doesn't have two-way communication.
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table between local script ID and remote script ID missing)
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that already has a root folder
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and then patch these changes back in. Currently it's not quite ready for 0.5. The down side to this action, is that we loose some performance to the garbage collector for now. Given that the target date for 0.5 is *Two days* from now, I'm taking the initiative to work towards a real stable version.
* This update also fixes scripting and some weird physics reactions
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the same OpenSim Instance.
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raytracing
* Ignored some bins
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change the default OpenSim set. Equivalent changes to allow operators to also specify their own
standard inventory library directories and items to follow.
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and description. Thanks Melanie.
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extraction of hardcoded asset locations into xml
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above the 'hit' prim instead of buried in the ground somewhere.
* Various Refactorings
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exceptions on big updates
* The part now uses the byte[] TextureEntry instead of the object
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packets are now
recycled to improve performance and memory usage.
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scheme won't hold for serialization
* Extracted out the 'old' AddNewPrimitive that places an object at an exact pos, without the raytracing
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* This patch addresses a regression where 5 default textures, including the default "new prim" texture, would not be shown unless in viewer cache.
* Further, it supplies a new plywood texture as the base texture, which is purpose-made from locally photo-sourced material (means i took a picture and made it into a tile), which is closer in appearance and color to the Linden one.
* It changes the default new prim texture UUID to match the UUID generated by the viewer when "default" is clicked, which is a texture UUID hardcoded in some scripts as well, so it would cause compatibility issues if not addressed.
* The patch fixes a number of UUID duplications (same UUID for asset and inventory items) and capitalization issues in the XML files.
* It also includes new versions of 4 other textures, which were no longer loadable in grid mode.
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inventory on other prim coming soon). No more new prim buried in the ground by accident.
* The prim are at the absolute position of the prim you rezzed it on top of + (0,0,0.5) for now.
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so Linux build works again.
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errors, etc.
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Adding some more support to Vectors and Rotations
Description * String->Vector/Rotation added
* Vector * and / a double added.
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* shortened references
* Removed redundant 'this'
* Normalized EOF
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* Charles, this will fix the red issue.
* Same situation, the first run updates the tables (and gives you a ton of red errors), the second run and everything works as expected.
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However, even before these change the five textures moved
are not displaying (which is why default cubes are coming up as grey plywood unless you happen to have that texture cached). These
were working before so they must have broken in the last month. Might be something to do with the fact that these identify (using file
under linux) as jpeg2000 files, while all the other working textures identify simply as data.
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* PrimitiveBaseShape: The textures are now exposed as a 'TextureEntry Textures'; all serialization still using the 'byte[] TextureEntry' for backwards compatibility.
* Scene: Re-added AddTree, since the Tree type isn't gone from libsl, merely relocated.
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* SAVE YOUR PRIM DATA, THIS MAKES CHANGES TO YOUR PRIMS TABLE
* The first time you run OpenSim after updating past this revision, you'll see a lot of Errors. Be calm, shutdown the simulator, and start it again and your prims table will be updated.
* MSSQL added the fields to the Initial CreateTable section, however, you'll need to add the fields to your prims table if you want it to persist.
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* Added osRegionNotice(string msg) to LSL Commands
* Added PermissionManager checks for osTerrainSetHeight, osRegionRestart.
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* Added osTerrainGetHeight(int x, int y) to LSL commands
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* Added sit handling for sit targets
* Implemented llSitTarget()
* Implemented llAvatarOnSitTarget()
* Sit targets do not persist sim restart.
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No user functionality yet. This code is not turned on, so there is no possibility
of disruption to existing databases.
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protection offset so the animations match up.
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mantis:0000246
* Deletes the solution file from OpenSim.Gui
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include the .sln file.
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after a server restart would not appear (though the script they contain would still be invoked). This
change fixes that problem.
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movement, including:
** - avatar can navigate stairs better now
** - avatar can land without shooting into the air
** - excessive collisions with the ground are tempered somewhat and should only shoot the avatar up 20m instead of 200m
** - Try Catched a TextureDownloadModule.cs array out of bounds error with a report that causes it not to crash the sim, however it reports a few important items for tracking it down.
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