| Commit message (Collapse) | Author | Age | Files | Lines |
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Conflicts:
OpenSim/Framework/IClientAPI.cs
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
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packet can be pulled out of LLClientView and moved to
AvatarFactory. The first pass at reusing textures (turned off by
default) is included. When reusing textures, if the baked textures
from a previous login are still in the asset service (which generally
means that they are in the simulator's cache) then the avatar will not
need to rebake. This is both a performance improvement (specifically
that an avatars baked textures do not need to be sent to other users
who have the old textures cached) and a resource improvement (don't
have to deal with duplicate bakes in the asset service cache).
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Conflicts:
OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs
OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
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Signed-off-by: Robert Adams <Robert.Adams@intel.com>
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Signed-off-by: Robert Adams <Robert.Adams@intel.com>
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Attempt to fix vehicles being twisted off the ground when they go physical.
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loose memory since shapes are shared but did mess up usage accounting.
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This adds estate-wide Teleport Home and Teleport All User Home as well
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(complete module) as changes are too extensive to apply manually
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and not world coordinates.
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angular friction computation into linear and angular movement code.
The friction wasn't being applied properly. This will make it so vehicles
don't drift as much and the drift is tunable by changing the friction
timescales.
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specifications required for simple properties with defaults.
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addition to angular movement. Not enabled by anything yet.
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meant to be called when some other program has changed the data on the backend.
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Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
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to be added earlier for some of the checks to work correctly.
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Conflicts:
OpenSim/Region/Application/OpenSimBase.cs
OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
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after startup.
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starting scenes before others have been created.
This aims to avoid a race condition where scenes could look to inform neighbours that they were up before those neighbours had been created.
http://opensimulator.org/mantis/view.php?id=6618
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Rebuild compound linkset of any child in the linkset changes shape.
Comments and better detailed logging messages.
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Parameter added to enable/disable this feature.
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Properly rebuilds collision caches.
Release asset data fetched when building mesh or hulls.
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Fix issue where objects rezzed from Trash or Lost And Found then be placed back in the respective folder when taking the object or a copy back into inventory.
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the first time.
Debugging added for mesh/hull asset fetch.
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Not all working yet.
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working yet.
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to an existing shape instance.
BSShapeNative rebuilds shape for all references.
BSShapeCompound returns another reference copy if the compound shape
already exists (for linksets).
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child prims so compound shape can do all collisions.
Don't try to build a compound linkset for non-physical linksets.
Remove and replace root body when compound shape is added so collision
cache is rebuilt.
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changes.
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'm_physicsScene' to match coding conventions and reduce confusion.
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from BSShapeCollection. Using BSShape* classes to hold references to shape. Simplified shape dependency callbacks. Remove 'PreferredShape' methods and have each class specify shape type. Disable compound shape linkset for a later commit that will simplify linkset implementation.
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