Commit Graph

22018 Commits (27b0914681f715d2dd270030ac1bfa5f726bf787)

Author SHA1 Message Date
Melanie a5781ea9fc Merge branch 'avination' of ssh://3dhosting.de/var/git/careminster into avination
Conflicts:
	OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
2012-12-17 01:59:50 +01:00
Melanie 7d8c2b342c Fix locking objects 2012-12-16 02:05:01 +01:00
teravus d2695cb3f7 * Fix for Prim Locking. Prior to the merge, it was just a clone of the root part to each of the child parts. 2012-12-15 16:26:03 -05:00
Melanie 1d713bcdb8 Merge branch 'ubitwork' into avination 2012-12-14 03:57:31 +01:00
Melanie 7a093df24b Prevent a failed user relogi from throwing exceptions in poll services 2012-12-14 03:35:55 +01:00
UbitUmarov 5ad424a792 right fix this time ?? 2012-12-13 07:48:29 +00:00
UbitUmarov 94a659a9e0 fix the 'fix' 2012-12-13 07:46:33 +00:00
UbitUmarov c0368f4143 fix coment out code not in use 2012-12-13 07:39:10 +00:00
UbitUmarov b3a77c16bd FIX small avatars movement on terrain. (avatar appearance getting even
more messy)
2012-12-13 07:34:27 +00:00
UbitUmarov 20773dcfcc add a Check method to flotsamAssetCache, so to check if a asset is in
cache without actually loading it. Make use limited use of it in
avatarfactory textures check. Also on llclientview
HandleAgentTextureCached that now should work. Other asset cache modules
for now will return false, so are broken. baked textures logic
still unchanged. *UNTESTED*
2012-12-13 02:55:36 +00:00
UbitUmarov 71fc9f29f9 make ubitODE ignore X and Y rotation components on avatar rotations 2012-12-11 22:53:24 +00:00
UbitUmarov f35e3c6fe0 changes on the fast speed avatars collider, collisions from above, etc 2012-12-11 19:38:44 +00:00
UbitUmarov 04baea2d71 Merge branch 'avination' into ubitwork 2012-12-11 18:02:01 +00:00
UbitUmarov 28ea08c3e2 fix let other phys plugins work.. broken when added feetOffset 2012-12-11 17:14:32 +00:00
UbitUmarov 9a253c7c04 missing files remove some warnings... 2012-12-11 04:49:14 +00:00
UbitUmarov 420015b7d0 missing file 2012-12-11 04:47:40 +00:00
UbitUmarov 80639ace95 a few more changes on avatar collider 2012-12-11 04:36:27 +00:00
UbitUmarov c6430b14db typo fix 2012-12-10 11:25:30 +00:00
Melanie 8e6bc55470 Check database for root prim IDs only to try and get a handle on prim loss
once and for all.
2012-12-09 23:25:07 +01:00
UbitUmarov ecdd0e225f add velocityinterpolator packets handling but actually do nothing, since
they don't do what i was looking for.
2012-12-09 00:55:09 +00:00
teravus 6c1a852137 * This is a better way to do the last commit. 2012-12-08 00:05:12 -05:00
teravus 0e2b717b4d * Should promote faster self appearance. 2012-12-07 20:15:32 -05:00
UbitUmarov c73c2fb070 add some default size setting and checks 2012-12-07 21:53:33 +00:00
UbitUmarov 93bede4e6a revert the use of avatar skeleton and use avatar size provided by viewers,
since at least for now seems good enought
2012-12-07 21:26:58 +00:00
UbitUmarov 2ea0dc55d7 create a new ode character also with the new information 2012-12-07 20:06:35 +00:00
UbitUmarov b2f3516b68 calculate avatar size on tps 2012-12-07 17:28:07 +00:00
UbitUmarov d2499c4c31 *TEST* Use new avatar size in ubitODE. 2012-12-07 15:54:46 +00:00
UbitUmarov 1eddc4a9da fix regression 2012-12-07 14:01:22 +00:00
UbitUmarov 135e0ea853 *TEST* add some avatar skeleton information and use it to calculate avatar
height and bounding box. Change LSL acording.
2012-12-07 13:47:58 +00:00
UbitUmarov de3180a63e avatar collision plane send to viewer is only relative to feet. change
avatar collider, just rounding the boxes, etc
2012-12-05 23:19:18 +00:00
UbitUmarov b6d29aa124 move characters (avatars) to own collision space, also fixing a problem
with previus code that was still assuming the avatar is g2
2012-12-04 02:46:40 +00:00
UbitUmarov fc1be7e41f raise standing avatar a bit to reduce knees bending on some collisions.
reduce head size a bit
2012-12-04 01:54:37 +00:00
Melanie b7c3a4fa7f Merge branch 'avination' into ubitwork 2012-12-03 19:46:16 +01:00
UbitUmarov 8aa5fdb6a3 *TEST* diferent avatar collider 2012-12-03 19:45:45 +01:00
UbitUmarov f21d990820 fix vertex rounding direction 2012-12-03 19:41:29 +01:00
UbitUmarov aa00308b10 *TEST* reduce all mesh vertices resolution to 1e-5. This reduces number
of unique vertices only originated by math errors in PrimMesher
2012-12-03 19:41:21 +01:00
UbitUmarov c50fda8bf5 adjust avatar standing Z position 2012-12-03 19:41:14 +01:00
Melanie d3904ff484 Add a transaction ID to the money module path for llTransferLindenDollars 2012-12-03 19:34:22 +01:00
UbitUmarov 9c7c703360 Merge branch 'avination' into ubitwork 2012-12-01 12:39:55 +00:00
teravus ae8d3815c7 Merge branch 'teravuswork' of careminster:/var/git/careminster into teravuswork 2012-11-24 22:10:15 -05:00
teravus a118001181 * Fix a null ref error in /..../OpenSim/Region/ClientStack/Linden/Caps/GetMeshModule.cs:339 2012-11-24 22:09:34 -05:00
teravus 1487d69734 * Fix a null ref error in /..../OpenSim/Region/ClientStack/Linden/Caps/GetMeshModule.cs:339 2012-11-24 22:01:34 -05:00
UbitUmarov 62244b5ea5 don't zero constant force and torque in selection 2012-11-24 22:46:24 +00:00
UbitUmarov f254af29ac avoid potencial NullReferenceException 2012-11-24 03:39:37 +00:00
Melanie edb3a9596b Remove a superfluous newline from help 2012-11-23 03:31:44 +01:00
Melanie 01f06b90dd Merge branch 'careminster' into avination 2012-11-23 03:42:04 +00:00
Melanie ae8733bf59 Merge branch 'master' into careminster
Conflicts:
	OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
	OpenSim/Region/Framework/Scenes/SceneManager.cs
2012-11-23 03:39:49 +00:00
Justin Clark-Casey (justincc) 36c6edac69 Remove the redundant BypassPermissions() checks in EstateManagmentModule.
This is repeated in the PermissionsModule and checking it earlier does not allow a force override of the bypass value
2012-11-23 03:29:50 +00:00
Justin Clark-Casey (justincc) 9b60c14bb1 minor: Add some console feedback on region restart and log who requested a region restart if done from the viewer. 2012-11-23 03:05:30 +00:00
Justin Clark-Casey (justincc) 8c8c8a00a4 Fix problem where restarting the currently selected region would stop various console commands (e.g. "show users") from working.
This was because the "currently selected" scene reference was being left as the dead scene instead of the restarted Scene object.
2012-11-23 02:22:30 +00:00