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Conflicts:
OpenSim/Framework/Watchdog.cs
OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
OpenSim/Region/Framework/Scenes/ScenePresence.cs
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avatar to sit in the position given if no sit target was set.
Previous behave was that the second avatar could not sit.
This matches behaviour observed on the LL grid.
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and SOP.RemoveSittingAvatar()
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This reverts commit c8f0d476d2f775ba4d7afca12eeff527b46bb8e2.
On reconsideration, I think this is less readable since immediately following code still sets SitTargetAvatar directly
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rather than creating a new copy
There are no issues with side-effects since this is a struct.
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property rather than being repeated in SP.
This also makes the detection in SP.FindNextAvailableSitTarget() and SendSitResponse() identical.
Previously they varied slightly (SendSitResponse didn't check for an older type of invalid quaternion) but the practical effect is most probably zero.
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avatars rather than throwing an exception.
Extends sitting avatar regression tests to test new sitters information
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the known item with script state still in the script engine and then remove the scripts.
This is to fix a regression starting from 5301648 where attachments had to start being deleted before persistence in order to avoid race conditions with hud update threads.
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second to finish normally before forcibly aborting.
This is to avoid the worst of the problems in mono 2.6, 2.10 where an aborted thread does not always release all its locks.
This very short grace period is identical to the existing behaviour when a script is removed from the scene.
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another avatar in the scene.
Very useful in serious game/environment scenarios where its only allowed for trusted creators.
Threat level Severe
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This prevents a stack overflow where a get position on the avatar will refer to the attachment which will in turn refer back to the avatar.
This required recording of all sitting avatars on a prim which is done separately from recording the sit target avatar.
Recording HashSet is null if there are no sitting avatars in order to save memory.
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is only complete for a particular region at a time
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This was causing 2 copies of the module to be created for each scene.
Probably no bad consequences other than a small waste of memory (both for the module and for the warp3D renderer it loaded)
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draw the eye
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Cleanup preceeding major work. No major functional changes.
Collisions reported to simulator more efficiently.
BulletSim binaries updated using a more recent version of Bullet (v2.80-r2527).
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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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