Commit History

Author SHA1 Message Date
  Melanie Thielker b79e23dc5c Allow OpenSim to run without script engines enabled 15 years ago
  Teravus Ovares 8e1ab33ed3 * Tweaking collision reporting a little more in ScenePresence to not check if the collisions will affect health if the avatar is invulnerable. (saves 3 loops) 15 years ago
  MW 5f68b5b82e There was possible a locking issue in revision 9951 so reverting that revision until further testing can be done. 15 years ago
  Justin Clarke Casey 5815162d7e minor: remove some mono compiler warnings 15 years ago
  Justin Clarke Casey d89cf47d50 * Change server prompt from B.U.S.T to R.O.B.U.S.T, as per mailing list 15 years ago
  MW a266e6dc4b Bounding Box/find rez from inventory point code now seems to be working correctly. 15 years ago
  MW 856d5f4375 Yet more work on fixing the boundingbox code. 15 years ago
  MW 3a72531e4c More fixing of the boundingbox code. 15 years ago
  MW 08d4fffdfd A attemp to fix the boundingBox code that I committed the other day. 15 years ago
  MW 75bfbc14fc Test commit to see if commit is working for me, as another core developer is reporting problems. 15 years ago
  nlin 56d295cfb5 Fix for avatar falling through terrain when av_capsule_tilted=false, Mantis #2905 15 years ago
  Jeff Ames 6b3fc3ccb8 Bump version in Framework/Servers/VersionInfo to 0.6.6. 15 years ago
  Melanie Thielker fb4067c844 A stab at implementing llSetDamage. Not persistent. 15 years ago
  Melanie Thielker 750f75c514 Thank you, Twitch, for a patch to restore mayhem and murder to OpenSim 15 years ago
  Melanie Thielker e53596f607 Remove redundant distance limitaion in llRezAtRoot 15 years ago
  Dahlia Trimble 73251ed346 add a constructor overload and an AddPos method to SculptMesh 15 years ago
  MW 58b05e5cbe A commit to retrigger panda 15 years ago
  MW c4318136ba Changed it so that when rezzing prims from inventory, a bounding box containing all the prims in the group is used for working out the rezzing point. So that none of the child prims are underground. Or at least thats what it is meant to do, still needs more testing and there are still some issues with link sets getting rezzed too high above the ground/target prim. 15 years ago
  MW a7043ebf53 Attempt to make it so items rezzed from inventory aren't half in the ground or half in the prim they are being rezzed on top off. This is currently only correct for single prims (not link groups) and unrotated prims. Next step is to fix for link sets and rotated prims. 15 years ago
  MW e5e6f4c6df Fixed bug in AvatarCreationModule, where during the cloning of a folder it would report it was unsuccessful if the folder was empty. 15 years ago
  Charles Krinke 82dd4cf3c4 Thank you kindly, Fly-Man for a patch that solves: 15 years ago
  MW d9a8ecf238 Changed the DeRezObject event so it passes a list<uint> of localIDs in one event trigger rather than triggering the event once for every localid in the derez packet. 15 years ago
  Adam Frisby 71ab7a1e2d * Workaround for a bug in Vivox Server r2978, whereby channel-search.channels.count returns 0 instead of the actual channel count. Should not affect more recent versions of Vivox where this issue has been fixed. 15 years ago
  Adam Frisby 50ccf914ca * More Vivox Fiddling 15 years ago
  Adam Frisby a8b40d47d6 * Patch for previous revision. 15 years ago
  Adam Frisby c20a4032e2 * More VivoxModule debugging. 15 years ago
  Adam Frisby 199984cbea * Added some noisy debug information to VivoxModule to try debug why GetChannel fails on LBSA/Zaius Plaza. 15 years ago
  Jeff Ames cce451d9de Formatting cleanup. 15 years ago
  Jeff Ames 123884aefe Add bin/*.db and bin/*.ini to .gitignore. 15 years ago
  Jeff Ames 9db8031e14 Update svn properties. 15 years ago