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* * Changed child_get_tasks to see_into_this_sim_from_neighbor.Teravus Ovares2008-02-115-23/+21
| | | | | | * Turned on see_into_this_sim_from_neighbor by default. * Fix Race Condition with parts being added to a group while the simulator is starting up.
* * um, Prim crossings? Experimental.Teravus Ovares2008-02-117-80/+157
| | | | | * Backup your database just in case.
* state_entry is now executed on state change.Tedd Hansen2008-02-102-1/+18
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* We now support LSL stateTedd Hansen2008-02-105-7/+9
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* The very beginnings of attachments (no detachments! :)Dalien Talbot2008-02-107-15/+194
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* Bugfix to state command:Tedd Hansen2008-02-101-2/+6
| | | | | "state default;" rewrite to "state ("default");"
* Bugfix on that last Quaternion/Vector patchTedd Hansen2008-02-101-2/+2
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* Untested bugfix in state supportTedd Hansen2008-02-101-4/+7
| | | | | | Replaced (?<s1>(?![a-zA-Z_]+)\s*)" + @"([a-zA-Z_]+)(?<s2>[^a-zA-Z_\(\)]*){ with (?<s1>(?![a-zA-Z_]+)\s*)" + @"(state\s+)?([a-zA-Z_]+)(?<s2>[^a-zA-Z_\(\)]*){ Lets see what happens now... :)
* Added support for function calls as values in LSL-specific <0,0,0> and ↵Tedd Hansen2008-02-101-2/+2
| | | | <0,0,0,0> Quaternion and Vector
* Implements llListStatistics() and a bunch-o-LSL_Types.list statistical ↵alondria2008-02-103-4/+282
| | | | methods. Added LIST_STAT_HARMONIC_MEAN in addition to LL's LIST_STAT_*
* * This updates adds locking capability. Thanks, lbsa71 for pointing out my ↵Teravus Ovares2008-02-104-66/+49
| | | | bitmasking error of the objectflags! It's still a little bit wonky when you check the checkbox, however it 'takes' and doesn't break anything.
* Removed some ScriptEngine config debugging.Tedd Hansen2008-02-103-0/+36
| | | | | | | | Added experimental console command to: * unload module (note: module probably doesn't support it) * load module Not visible in help (needs testing first).
* * Added support for delinking individual prim from a linkset.Teravus Ovares2008-02-102-3/+34
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* Implemented llGetParcelFlags() and llGetRegionFlags(). I don't think the ↵alondria2008-02-101-4/+2
| | | | RegionFlags are currently implemented within EstateSettings, thus this is always 0.
* Implements llGetObjectMass()alondria2008-02-101-1/+5
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* Thank you very much, Hashbox for :Charles Krinke2008-02-103-4/+17
| | | | | | | Add scene-debug command to Enable/Disable scripting, collision, and physics from console.
* * Refactored permissions handling to extract info out of permisisons block ↵lbsa712008-02-103-183/+172
| | | | | | | | in ClientView * Changed some uint constants to Enum values
* * Adding more broken objectflags to the list here. Touch was also broken. ↵Teravus Ovares2008-02-101-0/+13
| | | | It might be smarter to just rebuild the whole objectflags before sending it to the client >.<
* * A lot of ugly permissions updates.Teravus Ovares2008-02-103-51/+182
| | | | | | | | | | ** Created SendFullUpdateToAllClientsExcept(LLUUID) so that permission updates /appear/ to apply immediately ** Separated out the ObjectFlags and the Permission Flags. They're related but not the same ** Added a hack routine to add *back* the objectflags to the client flags because the client hates the way we're doing object permissions ** Updated the clientflags routine to properly tell the client when they can't edit admin objects (objects owned by the sim administrator) even when they're an estate manager(why? >.< argh!) ** Fixed a null sim administrator/estate manager/user from causing permissions to return false even when it should return true. ** Re-added ObjectModify hack to allow collaboration with the allow anyone to move checkbox until we get group permissions done.
* Clean up logging calls using String.Format explicitlyJeff Ames2008-02-1035-233/+222
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* * fixed typo. thanks, nebadon!lbsa712008-02-091-1/+1
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* * Refactored some asset code and in the process uncovered a bug; now, I ↵lbsa712008-02-091-10/+14
| | | | think first transfer of asset should start faster.
* *Neb try this update. It might fix it.. it might also cause no parcel to ↵Teravus Ovares2008-02-091-5/+11
| | | | be sent.
* * added count of texture data bytes and asset byteslbsa712008-02-092-6/+24
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* * Added count of temporary assetslbsa712008-02-091-0/+23
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* * added two new commands (for debug/disaster recovery)lbsa712008-02-092-25/+65
| | | | | | | | 'show assets' shows the current state of the asset cache (number of cached assets, requests, et c) 'clear-assets' forcibly re-initializes the asset cache thereby freeing all cached items. 'clear-assets' is not to be used lightly, as it probably introduces mem inconsistencies and doubling up of textures.
* Added undocumented "modules list" command, lists shared region modules.Tedd Hansen2008-02-091-1/+15
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* Applied patch from mirceakitsune to fix #502 (lower land does the same as ↵Jeff Ames2008-02-091-1/+1
| | | | raise land)
* * Fixed nebadon's UserServer crash bug from yesterday.Teravus Ovares2008-02-095-5/+51
| | | | | | * Made Estate tools work for estate managers without needing to request admin status First * Added code to make the Simulator version to be reported in the About box of the client
* Moved LICENSE.txt into root.Jeff Ames2008-02-091-25/+0
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* * Adds Top Shear support to the Meshmerizer for the Cube prim and the ↵Teravus Ovares2008-02-094-2/+87
| | | | Cylinder prim.
* * Tweaked timing of rapid mesh requests. Helps a race condition.Teravus Ovares2008-02-091-2/+13
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* * Change logger to handle [<entry>] where <entry> contains non alphabetic ↵Justin Clarke Casey2008-02-094-10/+10
| | | | | | | | | characters * Change logger to not print extra line if [<entry>] <text> like string is not logged * Remove more of my previous chatty debugging statements
* * In the most basic situations, ClientView and ScenePresence no longer leak ↵Justin Clarke Casey2008-02-094-12/+18
| | | | | | | | | memory * However, I'm no longer sure they were even a big contributory factor (to this particular leak, there are other causes of other leaks). I need better measurement techniques * Removed most of my debugging gawp
* Mostly debugging verbosity which I shall very shortly comment out.Justin Clarke Casey2008-02-094-4/+21
| | | | | | Just want to try this out on windows quickly.
* * Fixed a situation in ODE where it didn't call the mesher on a cube when ↵Teravus Ovares2008-02-081-0/+3
| | | | you tapered if you didn't have a cut or a hollow.
* * Stop asset transactions hanging around after they've completedJustin Clarke Casey2008-02-082-11/+79
| | | | | | | * Still not enough to solve the memory leak, though hopefully this is another step on the path * All these changes are pretty temporary - this will be addressed with a more fundamental refactor in the future
* * Added Taper support to the Meshmerizer for Cube and Cylinder.Teravus Ovares2008-02-083-14/+83
| | | | | | * Removed the hull verbosity
* Still chasing logout memory leak. Putting in small changes and temporary ↵Justin Clarke Casey2008-02-086-12/+39
| | | | light verbosity to this end
* * Finished Cylinder in the Meshmerizer. Hollow and Path cut work for it now. ↵Teravus Ovares2008-02-081-42/+44
| | | | Enjoy the new physics-friendly prim type.
* refactor - remove unused m_children from EntityBaseJustin Clarke Casey2008-02-082-24/+4
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* Minor refactoringJustin Clarke Casey2008-02-081-19/+15
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* Minor ScenePresence related refactoringJustin Clarke Casey2008-02-082-18/+30
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* * Dun-dun-dun. JavaScript scripting now actually works. :)Adam Frisby2008-02-081-3/+2
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* update eol-styleJustin Clarke Casey2008-02-085-280/+280
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* * Made some terrain functions faster computationally.Adam Frisby2008-02-082-16/+8
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* * Applying mantis 339 patches round 2 -- Thanks daediusAdam Frisby2008-02-086-2/+316
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* * Adding console spam to help track 'The Steve Bug'.Adam Frisby2008-02-082-5/+18
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* change counter from 3 => 2 based on feedback from mirceakitsune on mantisSean Dague2008-02-081-1/+1
| | | | | | http://opensimulator.org/mantis/bug_view_page.php?bug_id=490
* From: Kurt Taylor <krtaylor@us.ibm.com>Sean Dague2008-02-081-1/+12
| | | | | | | | | | | Attached is a patch for Mantis 25 - this fixes the problem of not having a touch_start happen for all prims in a linked group. So, with this, large builds can now have a single script in the base prim and it will run when any prim in the linked build is touched. The problem was that the objectgrab event was not being propagated to all the prims in the group.