| Commit message (Collapse) | Author | Age | Files | Lines |
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MS changed Windows 7 "reg query" command to spit out fewer lines in its preamble
Annoyingly there is no option to print raw values and not this preamble.
So now using the Windows find command.
But this has the side effect of stopping this working with Cygwin as it uses its own GNU find command.
Might fix in the future but not simple since Windows find itself is in different locations
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rather than vs2008
At least since 2009, Monodevelop has been able to load vs2010 files as well
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state_entry() generates a syntax error.
Same for other events to follow at a later date.
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required
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This allows region modules to register script functions that have more than a couple of arguments.
It also allows OpenSimulator code to use the feature and syntax additions that came with .NET 4.0
Windows users will need to install Microsoft .NET 4 framework if they have not done so already.
Windows C# Express 2010 also becomes the minimum IDE for build, so runprebuild.bat now generates a 2010 solution and runprebuild2010.bat goes away
Official minimum mono version becomes 2.10.8.1. OpenSimulator will probably work with 2.8 later but this is not guaranteed.
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case in OpenSim and vanilla ROBUST config files
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Previous behaviour of always logging 'name' is unhelpful since this actually an error message parameter which is only filled out if an error has occurred
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- addresses particle flags issue
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meaningful than just /tmp/my.pid
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This records how many packets were indicated to be resends by clients
Not 100% reliable since clients can lie about resends, but usually would indicate if clients are not receiving UDP acks at all or in a manner they consider timely.
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disconnected.
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Conflicts:
OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
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generate syntax error as seen on the LL grid
This is done through the parser and so generates the same syntax error message if any parameters are wrongly specified for this event.
We were already enforcing event names in the parser.
This is only for state_entry so far as an initial test of the approach - appears to work correctly.
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j2kDecodeCache folder should be cleared after updating to this revision so that sculpts containing alpha can be re-decoded and successfully meshed.
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BotManager rather than Environment.Tickcount
Otherwise, since bots are now created all at once, a bunch will get exactly the same tickcount and hence number sequences
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first added a few commits ago
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UploadBakedTextureModule
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This allows one to monitor the total number of messages resent to clients over time.
A constantly increasing stat may indicate a general server network or overloading issue if a fairly high proportion of packets sent
A smaller constantly increasing stat may indicate a problem with a particular client-server connection, would need to check "show queues" in this case.
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particle system functionality. Note that this does *not* complete required server side changes for implementing the new particle system
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time of this commit)
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rate that is currently only displayed if LogLevel >=1 in [AssetCache] config
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blank response from server or connection failure.
Raise log lines which indicate problems to warning from debug
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THis fixes the extranious addition of objects to the collision cache
which created extra CPU overhead.
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[Startup] section.
These are long unused but confusingly will be seen in the [Startup] section on a "config save".
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Robust.ini.example rather than 9000 (already done in Robust.HG.ini.example)
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ObjectProperties UDP replies to viewer
Not yet shown that this is used or resolves a bug where not all textures appear on objects with an "XML with textures" upload from singularity 1.8.3
Proper texture entries are actually present and appear properly on relog, but not on select from viewer until at least one face texture is changed.
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Appears to be a never used method.
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if we sent immediately)
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static objects.
Reorder collision flag setting code for terrain to fit pattern used elsewhere.
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Conflicts:
OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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