Eliminate dynamic capsule wobble. Instead introduce a small, fixed
tilt, and allow the tilt to rotate with the avatar while moving; the
tilt always faces away from the direction of avatar movement. The
rotation while moving should eliminate direction-dependent behavior
(e.g. only being able to climb on top of prims from certain directions).
Falling animation is still too frequently invoked.
Ideally the tilt should be completely eliminated, but doing so
currently causes the avatar to fall through the terrain.
llDie() not always completely working, I discovered I was
getting a lot (60+ over 6000 iterations of the test case)
null pointer exceptions in various physics related checks in
SceneObjectPart. It was apparent that the (frequent) checks for
PhysActor being non-null is an insufficient protection in a
highly asynchronous environment. The null reference exceptions
are one example of failure, but it could also happen that a
sequence started with one instance of a PhysicsActor might
finish with another?
Anyway, I have implemented a safer mechanism that should
stop the errors. I re-ran my test case with the fix in place,
and completed nearly 1000 iterations without a single occurrence.
SceneObjectPart is seriously in need of rejigging, if not for
this reason, then for its ridiculous size.
Signed-off-by: dr scofield (aka dirk husemann) <drscofield@xyzzyxyzzy.net>
association. Then, whenever there is an llSay to that channel,
the message is directed to the OpenSim console log (and NOT
forwarded to the client). This is a great way to capture scripting
events to the log. To enable, add ScriptConsoleChannel = -xxx to
the ScriptEngine parameters in the .ini file. Note that the
message is written using Console.WriteLine rather than
the rather more fragile log4net service. The console channel is
also not subjected to the 1024 character limit imposed on regular
say traffic.
Signed-off-by: dr scofield (aka dirk husemann) <drscofield@xyzzyxyzzy.net>
for OpenSIm scripts. It makes it very easy to address
coding issues before going in-world to try a script
out. This is a HUGE time saver if you're doing
anything significant with scripts.
Signed-off-by: dr scofield (aka dirk husemann) <drscofield@xyzzyxyzzy.net>
implementation. If the range included only a single item
an empty list was always returned (has no-one been using
this function?)
Signed-off-by: dr scofield (aka dirk husemann) <drscofield@xyzzyxyzzy.net>
* Rename the RegionCombinerModuleIndividualForwarder to RegionCombinerIndividualEventForwarder so there's no possibility that mono.addins sees any names similar
* Changed the Destination ID to 0 in the TeleportFinish Event (why did we have it as 3?)
* Added border based trigger teleports
* Fix MakeRootAgent border cross tests for ensuring that the position is inside the region to use the borders to figure out if it's outside the Region