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| * | | keyframe. Don't use group UpdateRotation since this enqueues a terseUbitUmarov2013-01-111-2/+6
| | | | | | | | | | | | | | | | update and we are sending them imediatly
* | | | Merge branch 'master' into careminsterMelanie2013-01-132-3/+13
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| * | | BulletSim: fix the 'No recognised physics mesh found ...' error spew by ↵Robert Adams2013-01-111-1/+1
| | | | | | | | | | | | | | | | remembering that the last asset fetch failed until the simulator resets the shape parameters.
| * | | add some sanity checking to HandleAgentRequestSit handlerdahlia2013-01-101-2/+12
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| * | Implement a workaround solution for saving manual script state changes by ↵Justin Clark-Casey (justincc)2013-01-111-5/+19
| | | | | | | | | | | | | | | | | | | | | the user before logout instead of wrongly removing the script early. This workaround relies on the fact that a closing client goes inactive before the attachments derez calls happen. This reverts the change to remove scripts too early instead of stopping them, since the the two step stop then remove is necessary to execute the detach event.
| * | Save attachments on detach/exit if a contained script state has been changed.Justin Clark-Casey (justincc)2013-01-112-1/+20
| | | | | | | | | | | | | | | | | | | | | This involves making Attachments module listen for start/stop script changes. It also involves removing the script from the region on detach in the same manner as every other DeleteSceneObject() call rather than simply stopping it This is necessary tue to the bad assymetry of start and stop script triggers but it appears to be the correct behaviour anyway, as detached objects are completely gone from the sim. Not just in a state where their scripts have been stopped.
* | | Merge branch 'master' into careminsterMelanie2013-01-116-148/+363
|\ \ \ | |/ / | | | | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/Scene.cs
| * | Fix a regression in the last few scene commands changes where setting these ↵Justin Clark-Casey (justincc)2013-01-111-52/+2
| | | | | | | | | | | | | | | | | | | | | via the viewer estate dialog stopped working. Forgot to register the new interface. Also removes some code which got included by adpating an existing module.
| * | Add "debug scene get" console command to list current scene optionsJustin Clark-Casey (justincc)2013-01-101-2/+43
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| * | Move scene debug commands into separate module. Command changes from "debug ↵Justin Clark-Casey (justincc)2013-01-105-138/+350
| | | | | | | | | | | | scene <key> <value>" to "debug scene set <key> <value>" to accomodate future settings
| * | refactor: route the final scene backup through the same code that handles ↵Justin Clark-Casey (justincc)2013-01-101-10/+1
| | | | | | | | | | | | | | | | | | periodic backup This is rather than making unnecessary duplicate checks that the SOG later performs again.
| * | minor: Capitalize GroupsModule command categoryJustin Clark-Casey (justincc)2013-01-101-1/+1
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| * | minor: add missing newline to "debug scene" console commandJustin Clark-Casey (justincc)2013-01-101-1/+1
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| * | Remove unimplemented "debug teleport" console commandJustin Clark-Casey (justincc)2013-01-101-2/+0
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| * | Add "debug scene pbackup true|false" console command. This enables or ↵Justin Clark-Casey (justincc)2013-01-102-13/+36
| | | | | | | | | | | | | | | | | | disable periodic scene backup. For debug purposes. If false, scene is still saved on shutdown.
* | | Merge branch 'master' into careminsterMelanie2013-01-1017-160/+561
|\ \ \ | |/ / | | | | | | | | | | | | | | | Conflicts: OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
| * | On baked texture save, replace any HG ID with an ordinary asset ID so the ↵Justin Clark-Casey (justincc)2013-01-101-0/+3
| | | | | | | | | | | | HGAssetBroker doesn't try to save back to the avatar's originating region
| * | revert accidental change to MemoryWatchdog stat calculation in previous b1b4687Justin Clark-Casey (justincc)2013-01-101-1/+1
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| * | Add "show script timers" command to show script timers. For debug purposes.Justin Clark-Casey (justincc)2013-01-104-36/+82
| | | | | | | | | | | | Also, "show sensors" changes to "show script sensors".
| * | Add "show sensors" command to show script sensor information for debug purposes.Justin Clark-Casey (justincc)2013-01-103-32/+153
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| * | minor: Remove unnecessary commented out code from last commit c28a2f05 and ↵Justin Clark-Casey (justincc)2013-01-091-4/+1
| | | | | | | | | | | | fix up code comment
| * | minor: make spacing consistent in console help outputJustin Clark-Casey (justincc)2013-01-091-3/+6
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| * | Merge branch 'master' of melanie@opensimulator.org:/var/git/opensimMelanie2013-01-093-39/+45
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| | * | BulletSim: Fix hover height (boats float at the correct level).Robert Adams2013-01-082-8/+12
| | | | | | | | | | | | | | | | Fix problem of vehicles going crazy when backing up.
| | * | minor: Fix command match of "debug script" command to "debug scripts" to ↵Justin Clark-Casey (justincc)2013-01-091-1/+1
| | | | | | | | | | | | | | | | match other scripts commands (and it's own short help text)
| | * | minor: Allow "script *" console commands to take multiple script item idsJustin Clark-Casey (justincc)2013-01-091-30/+32
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| * | | Revert "Prevent empty Anim Packs"Melanie2013-01-091-12/+0
| | | | | | | | | | | | | | | | This reverts commit 5561333668f61f043cdfc0733a4eb50a1bcfb14e.
| * | | Revert "Fix sequence id fr default anim"Melanie2013-01-091-1/+1
| |/ / | | | | | | | | | This reverts commit a775931a0cec9f65748c6e20dd2695edcbe21b7f.
| * | Fix sequence id fr default animMelanie2013-01-081-1/+1
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| * | Prevent empty Anim PacksMelanie2013-01-081-0/+12
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| * | Add the new UpdateAgentInformation cap to make maturity on more recent viewersMelanie2013-01-081-2/+20
| | | | | | | | | | | | work.
| * | BulletSim: improve vehicle angular banking and deflection computation. ↵Robert Adams2013-01-071-19/+18
| | | | | | | | | | | | Rotate angular correction forces to be world relative rather than vehicle relative.
| * | BulletSim: add function to push avatar up when hitting stairs.Robert Adams2013-01-075-27/+119
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | It looks like BulletSim and ODE rely on penetration correction to cause the avatar to move up and thus allowing walking up stairs. Object penetration was minimized for walking and flying (so one doesn't go through walls) and this stopped stairs from working. This commit introduces avatar movement code to check for collisions at the feet while walking and attempts to raise the avatar for the steps. Not yet perfect but movement is better.
| * | BulletSim: fix exception when re-creating the terrain when loading an OAR fileRobert Adams2013-01-071-0/+2
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| * | BulletSim: comments and removing small compile errors introduced in last commit.Robert Adams2013-01-063-9/+3
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| * | BulletSim: update DLLs and SOs with better debugging output.Robert Adams2013-01-064-12/+151
| | | | | | | | | | | | | | | Add definition of hand crafted avatar mesh. Not used yet. Comments and cleanup.
* | | Merge branch 'avination' into careminsterMelanie2013-01-1015-122/+609
|\ \ \ | | | | | | | | | | | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/ScenePresence.cs
| * | | Change IsRoot to use ReferenceEquals to prevent operator == messinessMelanie2013-01-091-1/+1
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| * | fix llGetRot and parameters prim_rotation for attachments. Only onUbitUmarov2013-01-091-1/+27
| | | | | | | | | | | | LSL_api to avoid side effects for now
| * | stop endless loop in lGetLinkPrimitiveParamsUbitUmarov2013-01-091-0/+2
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| * | Prevent a null ref in llGetLinkPrimiteveParams. Still not a fix for the realMelanie2013-01-091-1/+1
| | | | | | | | | | | | issue.
| * | Merge branch 'teravuswork' into avinationMelanie2013-01-091-2/+8
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| | * | * ubit pointed out another place where that check needed to be updated and I ↵teravus2013-01-011-6/+3
| | | | | | | | | | | | | | | | normalized it.
| | * | * This is actually the fix described the last commit.. I had commented it ↵teravus2013-01-011-1/+1
| | | | | | | | | | | | | | | | out to see if the problem had affected all attachments or just HUD attachments.
| | * | * Fixes the attachment scripted rotation bug. The problem is the code was ↵teravus2013-01-011-2/+11
| | | | | | | | | | | | | | | | relying on m_host.ParentId = 0 to determine if the attachment should be rotated against root prim offset. To fix it for attachments, we also need to check if the host's localID == RootPart's localID. otherwise we are cumulatively rotating against the host's root part rotation offset (which in this case, is it's own rotation)
| | * | Merge remote-tracking branch 'remotes/origin/avination' into teravusworkteravus2013-01-013-16/+16
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| * | | | Revert "Prevent empty Anim Packs"Melanie2013-01-091-12/+0
| | | | | | | | | | | | | | | | | | | | This reverts commit ab053df706055b0aa8fe2d10f89488be97d36841.
| * | | | Revert "Fix sequence id fr default anim"Melanie2013-01-091-1/+1
| | | | | | | | | | | | | | | | | | | | This reverts commit 8f37f2ca7edd408f30165fef9817375a9813ce90.
| * | | | Fix sequence id fr default animMelanie2013-01-081-1/+1
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| * | | | Prevent empty Anim PacksMelanie2013-01-081-0/+12
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