| Commit message (Collapse) | Author | Age | Files | Lines |
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This fixes a movement jitter that happens when an avatar is standing on a
tilted surface.
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This makes scripted object sounds and a few other things play by default instead of having to switch the viewer to adult
This reduces the support burden
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Collision Sounds.
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teleport protocol even if SIMULATION/0.2 is available.
This is specified in the MaxOutgoingTransferVersion attribute of [EntityTransfer] in OpenSim.ini, see OpenSimDefaults.ini for more details.
Default remains "SIMULATION/0.2"
Primarily for http://opensimulator.org/mantis/view.php?id=6755
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calling this method
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and comment out later log message in ScenePresence.MakeRootAgent()
Need an info message since this is currently important in detecting teleport issue when not at debug log level.
CompleteMovement message occurs before MakeRootAgent() one did
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formatting cleanups
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a root agent."
This reverts commit c7ded0618c303f8c24a91c83c2129292beebe466.
This proves not to be necessary - the necessary checks are already being done via QueryAccess() before cross or teleport
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avatars are not allowed to cross into a neighbour where they are not authorized, even if a child agent was allowed.
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Chiefly tabs to spaces.
No actual setting changes
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This was already in Grid.ini and Standalone.ini
Default settings are same as previously, just introduce a debug ConnectorProtocolVersion parameter
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verb-noun is consistent with other similar methods
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explicit that there is a problem if it still finds the agent to be a child if the sender wanted to wait till it became root
Add some comments about the mssage sequence, though much more data is at
http://opensimulator.org/wiki/Teleports
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LLUDPServer.HandleCompleteMovementIntoRegion()
This is to deal with one aspect of http://opensimulator.org/mantis/view.php?id=6755
With the V2 teleport arrangements, viewers appear to send the single UseCircuitCode and CompleteAgentMovement packets immediately after each other
Possibly, on occasion a poor network might drop the initial UseCircuitCode packet and by the time it retries, the CompleteAgementMovement has timed out and the teleport fails.
There's no apparant harm in doubling the wait time (most times only one wait will be performed) so trying this.
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LLUDPServer.HandleCompleteMovementIntoRegion()
Add more information on which endpoint sent the packet when we have to wait and if we end up dropping the packet
Only check if the client is active - other checks are redundant since they can only failed if IsActve = false
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generating too many repeating user requests from other sources.
Leaves in the dropping of the client GUN8 (now 9) uuid binding message, since this was the much more common case from the viewer-side and this can only affect viewers.
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UMM.TryGetUserNamesFromServices() for now
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entries with no name
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updates on non-flag clothing editing
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(e.g. link number then PRIM_ROTATION) would not return the parameter
Extended regression test for this case
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when it encounters an invalid link number, rather than throwing an exception
Addresses http://opensimulator.org/mantis/view.php?id=6768
Thanks to talun for the patch on that commit - in the end I took a different approach that also deals with invalid PRIM_LINK_TARGET
However, not yet generating the same warning on invalid PRIM_LINK_TARGET as seen on LL grid
This commit also adds regression tests for some cases of llGetLinkPrimitiveParams()
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UUID -> "Unknown User" binding, drop the binding request rather than replying with "Unknown User"
By not binding UUID -> "Unknown User", we leave open the possibility that the binding may be correctly resolved at a later time, which can still happen in some Hypergrid situations.
Observed behaviour of LL viewer 3.3.4 is that a dropped bind request is not retried until the next session.
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llGetPrimitiveParams changed to return the sculpty key as an LSL_String so
that type checking in llList2Key will work
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This was accidentily left on. This version should make performance better
and fix the memory leak.
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checks. This is to facilitate current viewer work fixing the distance limitations for teleporting.
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This fixes constraints from getting messed up when properties change.
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to allow
for external handlers.
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and constraint debugging messages.
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Add proxy cache clearing when some properties are changed. This fixes
a problem where objects would stop colliding of they were moved
with setPosition mulitple times.
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debugging dump code.
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equilibrium point in the physics engine constraint.
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Add specific error warnings for mis-matched parameter types in extended
physics functions.
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parameters that control multiple axis. Add useLinearReferenceFrameA constraint parameter.
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for spring constraints. Renumber parameter ops since I can as no one is using them yet.
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Add setting of linkset type to physChangeLinkParams. Lots of detail logging for setting of linkset constraint parameters.
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events. Normally, physics engines do not return updates for child prims so, under normal operation, this code should never execute. Will only be used when using flexible linkset linkages.
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Update routines to use the new parameters list from above change.
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LocalID of object which created the taint.
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and array of objects rather than a mixture of parameters and array. Makes understanding and parsing what is being passed much easier.
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SL heights. Correct BSParam avatar height defaults to be what's in OpenSimDefaults.ini.
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implementation of physChangeLinkParams() in BSLinksetConstraint.
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and with BulletSim implementing more of the constraint types and parameter settings.
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as case variables in switch statements.
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constraints. Not fully functional. Remove double definition of ExtendedPhysics parameters by having BulletSim reference the optional module (addition to prebuild.xml and usings).
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spaces better. This shouldn't affect many since this HACD routine is off by default.
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constraint. Add implementation to create spring constraint. Send up property updates for linkset children at the end of flexible linkset links. The simulator probably doesn't do the right thing yet.
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