| Commit message (Collapse) | Author | Age | Files | Lines |
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appearance when your inventory items go missing. This repairs appearance from missing wearables immediately on the V1 appearance pipeline, the second login on Firestorm. It only replaces the essential body parts that are missing.. hair, skin, eyes, shape... so if you delete all your wearables, you will rez naked. Anyway, this is still experimental.. I need another day of playing with this to handle all of the situations. One thing that I still need to do is try and get the assets.. and if we can't get the assets for some reason, skip and replace that part of the outfit.
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This may be an issue, or it may be a symptom.
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ValidateAndSendAppearanceAndAgentData()
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Conflicts:
OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
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sends an asset transaciton but it is empty. So we can't ignore name data
when a transaction is present and can't treat every transaction as valid.
Conflicts:
OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
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viewers that textures had updated (hence they did not display the changes).
Addresses http://opensimulator.org/mantis/view.php?id=6513
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that these can be triggered by future code (not yet implemented).
Also hooks up moving_start and moving_end script events, eliminating itemID on XEngine EventManager methods since this is completely unused.
An adaptation of the patch in http://opensimulator.org/mantis/view.php?id=6515
Thanks Garmin Kawaguichi and Signpost Marv.
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Correction so that scripts can turn Flexi off as well as on.
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than all wrongly FlexiDrag
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disable any enabled logging from previous tests
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2.4.3 doesn't have Funcs >5 params, though mono 2.6 onwards does.
Standardize logging in JsonStoreScriptModule and some minor code formatting.
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an apparent issue with registering methods with more than 5 parameters on mono 2.4.3
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tests of for JsonStore
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but not locally.
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are on the ground. Makes them a little more stable.
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Conflicts:
OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
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Sometimes settling of a vehicle from gravity introduces small
velocities that need to be kept.
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contact processing threshold since the first didn't solve tunneling
problems but used resources and the latter caused instabilities.
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below terrain. If the position is being corrected because it is out
of bounds, all other movement rules are out the window.
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from the console.
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This patch html escapes responses going to IE so that they cannot be
interpreted as HTML if the response type is "text/plain". This has no
effect if the reponse type has been set to "text/html" by
osSetContentType
Signed-off-by: nebadon <michael@osgrid.org>
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to the fetch URL to return the data in JSON format. Also adds a simple
'sim.html' that uses JavaScript to display the JSON data. Not pretty
but an example.
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BulletXNA.
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making the bulletXNA engine work again.
* The only thing that had an issue was when creating a new RigidBody, BulletXNA didn't know the type SimMotionState and the upcast type is unknown in the constructor. Therefore, I had to update the IMotionState with a new method 'SetBody'. All of the duplicated type information has been removed and BulletXNA is not relying on any non-standard types external to the library.
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working', and if you look deep enough, you see that the results are not really stable depending on the direction of the ray.
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Hopefully will fix windows build via compile.bat
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scripts work properly. Scripts will no longer receive a failure indication through
this return value;
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without it.
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ODE is known to not see the ground sometimes on raycast so the double test is
needed.
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into the physics check patch for now since physics doesn't properly return land for some reason (as tested by Nebadon)
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now as they appear to cause failures with testing in jenkins.
These tests are not very useful anyway as they never actually get a chance to try termination before the script runs out of stack
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