Melanie
17b1454d6f
Null PhysActor on SOP.Copy() to prevent clobbering the original one
2012-03-06 20:20:12 +01:00
Melanie
de03d1ece0
Removed some whitespace errors - don't be naughty, don't use hard tabs!
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Also removed commented code block.
2012-03-06 09:56:19 +01:00
UbitUmarov
cca94aaefc
make copied parts have diferent LocalIds than original. More building control for ubitODE. for all let physics know about linking of physical parts. Assume UNTESTED
2012-03-06 05:13:39 +00:00
UbitUmarov
f33654b62f
Merge branch 'master' of ssh://3dhosting.de/var/git/careminster into ubitwork
2012-03-06 03:07:48 +00:00
Melanie
a7b61add99
Allow NPC to be removed by the owner of the parcel they're over.
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Don't allow NPC creation unless the prim owner has rez rights.
2012-03-05 22:22:28 +01:00
Melanie
f2653b9b8e
Teleport users to the cornfield when they are teleported with
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llTeleportAgentHome(). Don't try to teleport NPCs.
2012-03-05 21:52:24 +01:00
UbitUmarov
7377e633c7
update ubitOde
2012-03-05 12:37:21 +00:00
Melanie
97f0cff388
llListSort SL compatibility: When sorting strided list and the list
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length is not a multiple of the stride, return the original list.
Also, enforce that sort is ascending only when the ascending
parameter is 1, and not when it is != 0
2012-03-05 11:54:06 +01:00
UbitUmarov
a647a37683
Merge branch 'master' of ssh://3dhosting.de/var/git/careminster into ubitwork
2012-03-05 04:03:37 +00:00
Melanie
c2a73a26b5
SL compatibility - return only points on segemtn, not ray in llCastRay
2012-03-05 02:37:51 +01:00
Melanie
0ed4f24b34
A stab at making llEjectFromLand work in all cases
2012-03-05 02:14:27 +01:00
UbitUmarov
01fcd400d7
update UbitOde
2012-03-04 04:26:05 +00:00
UbitUmarov
99bb3ccb3d
Merge branch 'master' of ssh://3dhosting.de/var/git/careminster into ubitwork
2012-03-04 04:11:38 +00:00
UbitUmarov
7c931037bd
update UbitODE
2012-03-04 01:40:12 +00:00
Melanie
6dc4a6dfb1
Zero velocity when drag-copying
2012-03-04 00:06:07 +01:00
UbitUmarov
fc781f0894
Merge branch 'master' of ssh://3dhosting.de/var/git/careminster into ubitwork
2012-03-03 17:08:01 +00:00
Melanie
bfcba0a417
This still causes terrain artefacts
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Revert " fix my bug on ChODE terrain heightmap build"
This reverts commit aa77d1d486
.
2012-03-02 22:20:02 +01:00
Melanie
458f295fdb
This still causes terrain artefacts
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Revert " fix the last fix. Regions are square but... Also remove the 0.5 offset in map position. It was apparently needed to fix we having nsamples = size and not size + 1."
This reverts commit 15bc539bd4
.
2012-03-02 22:19:28 +01:00
UbitUmarov
f42fd7fb77
update ubitODE
2012-03-02 15:05:30 +00:00
UbitUmarov
ee4d3bfad2
ubitODE bug fix
2012-02-29 19:36:16 +00:00
UbitUmarov
a8f1cd7e86
update ubitODE to current working state
2012-02-29 19:32:23 +00:00
UbitUmarov
a0d75be56b
fix
2012-02-29 05:14:29 +00:00
UbitUmarov
42ddb0e88f
Merge branch 'master' of ssh://3dhosting.de/var/git/careminster into ubitwork
2012-02-29 05:08:13 +00:00
UbitUmarov
5534cf8b57
chODE: bad meshs get a a basic box or sphere geom with setted prim size. They will not colide if non-physical and Will collide with land if physical. assume UNTESTED
2012-02-29 05:03:26 +00:00
UbitUmarov
a8a7bb549d
made box a little larger
2012-02-28 20:24:03 +00:00
UbitUmarov
1c7700db88
A few blind changes to go try to go around bad mesh little box replacement fail
2012-02-28 20:14:26 +00:00
Melanie
f11ab97747
Fix and hook up llTeleportAgent
2012-02-28 20:51:19 +01:00
Melanie
0fb50a8a9e
Implement llTeleportAgent
2012-02-28 20:48:31 +01:00
Melanie
9bad3b846f
Really dirty hack to make sims start. Causes errors but the ting runs. Remove
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when fixed right.
2012-02-28 10:37:46 +01:00
UbitUmarov
a725b5e01e
Let inworld meshs colide as such and not as basic prim all the time. Removed also LOD, and outerskin on colision meshs.
2012-02-27 20:08:43 +00:00
Melanie
960c575dd2
Merge branch 'ubitwork'
2012-02-27 10:35:38 +01:00
Melanie
aee4ca2f1c
Fix vehicles going physical stopping llTargetOmega parts (boat radar)
2012-02-27 08:50:19 +01:00
Melanie
d342008e5b
Fix NPC appearance setting to include attachments again
2012-02-27 08:49:19 +01:00
UbitUmarov
0d51c42f59
update ubitODE to my current working state
2012-02-27 02:10:03 +00:00
UbitUmarov
f451f67213
Merge branch 'master' of ssh://3dhosting.de/var/git/careminster into ubitwork
2012-02-27 01:31:29 +00:00
Melanie
d46235f5a3
Merge branch 'ubitwork'
2012-02-26 21:17:31 +01:00
Melanie
e5e5b94cbe
Make llSetKeyframedMotion prims waut at the borders of down sims and try again
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periodically.
2012-02-26 21:16:24 +01:00
UbitUmarov
d8ecc28df5
Merge branch 'master' of ssh://3dhosting.de/var/git/careminster into ubitwork
2012-02-26 18:43:56 +00:00
UbitUmarov
118986f150
added in chODE GeomTriMeshDataDestroy to explicity release internal trimesh data.
2012-02-26 17:51:43 +00:00
Melanie
fca8c82232
Move KeyframeMotion from SOG to SOP because we can't persist it any
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other way because SOG doesn't technically exist in the DB
2012-02-26 18:11:38 +01:00
Melanie
356603fff9
Merge branch 'master' of ssh://3dhosting.de/var/git/careminster
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Conflicts:
OpenSim/Region/Framework/Scenes/KeyframeMotion.cs
2012-02-26 15:15:47 +01:00
Melanie
ac1e30156a
Implement proper selection behavior
2012-02-26 15:09:00 +01:00
Melanie
416f39a561
Implement KeyframedMotion selection behavior
2012-02-26 15:06:05 +01:00
Melanie
8cdc115c91
Fix deserialization of Buoyancy, Force and Torque. Remove debug from the new
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code.
2012-02-26 14:30:24 +01:00
Melanie
9a15bba99b
Fix an infinite recursion caused by checking the wrong values for
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Buoyancy, Force and Torque
2012-02-26 13:31:29 +01:00
Melanie
aa552d0526
Serialize Keyframe motion for region crossings
2012-02-26 12:29:35 +01:00
Melanie
edc78defed
Zero force and torque on take so that items don't run away when rezzed
2012-02-26 02:52:08 +01:00
Melanie
e9120890a2
Merge branch 'ubitwork'
2012-02-26 02:41:41 +01:00
Melanie
c82709c0d6
Implement llSetKeyframedMotion. No persistence, no region crossing. Yet.
2012-02-26 02:36:34 +01:00
UbitUmarov
e07440d0c5
changed SOP Force and Torque, adding XML (de/)serialization, also changed Buoyance. PLEASE trap deserialization from inventory etc, making force and torque vector3.Zero, unless we want then to rez moving. (needs checking/testing as usual)
2012-02-25 22:20:25 +00:00