| Commit message (Collapse) | Author | Age | Files | Lines |
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the simulator in batches.
More comments.
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This is always done later on in SceneGraph.AddSceneObject() if the call hasn't failed due to sanity checks.
There's no other purpose for this method to exist and it's dangerous/pointless to call in other conditions.
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a few commits ago in 43a2da9
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the scene graph
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This patch trims leading and trailing spaces from NPC chat and
suppresses the sending of empty chat strings on open chat channel 0.
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Allow NPCS to touch obects.
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Scene.AddObject()
Only IncomingCreateObject() needs these checks. General object adding does not need to perform crossing perm checks
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AttachObject() for better code comprehension
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timer setting.
This is to help detect situations where thread timeout warnings are being generated because of general machine issues rather than deadlock, network or other problems.
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Conflicts:
OpenSim/Framework/Servers/HttpServer/PollServiceEventArgs.cs
OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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this last may need fix) added also some code for llSetAngularVelocity but not working still
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since viewers don't seem to handle that and keep retrying
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and locking.
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the manager to tell what type of event it is. All events except for lsl http in
go to the "slow queue" which is run once per second as before.
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it's timeout
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timeout to 1s. So data there is less delay when there is new data, but enought waiting time for it to be avaiable
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to unified requests queue directly. Retries get into that every 100ms. 3 working threads as before plus another that only does retries timming.
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prim related only. This does fix the wrong viewer side move of a avatar in prim edition mode (anv mantis 854), with no apparent side effects .. may need more testing
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problem if any...
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rotation ( SendTerseUpdateToAllClients() in place of SendAvatarDataToAllAgents() )
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SOG.AbsolutePosition changing 'linked' avatars positions ( reason in code coment )
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client rotation of avatars 'linked' to child parts. (put back some 'cosmetics' from previus commit). Still let lsl api use physics engine ideia of part Physical state on this where it should be SOP ideia, so is that is clear that sync with engine is SOP responsability.
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Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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