| Commit message (Collapse) | Author | Age | Files | Lines |
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Add OpenSim.Region.Capabilities.Handlers.Tests.dll into test suite
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of OSHttpRequest/OSHttpResponse.
This is required for the substitution of different HTTP servers or the newer HttpServer.dll without having to commit to a particular implementation.
This is also required to write regression tests that involve the HTTP layer.
If you need to recompile, all you need to do is replace OSHttpRequest/OSHttpResponse references with IOSHttpRequest/IOSHttpResponse.
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whole asset length, return HTTP PartialContent instead of NotFound
NotFound is obviously wrong, and this change stops viewer 3.2.2 (and v probably earlier) complaining in the log about missing textures that are actually present.
We still return PartialContent even if the range requested is a superset of the data range as per httpd's behaviour
https://issues.apache.org/bugzilla/show_bug.cgi?id=51878
Viewer 3.2.2 and very probably earlier appear happy with this.
Whether fixing this NotFound bug has any practical effect apart from resolve viewer log messages is unknown.
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wide use will have to wait a few releases. So the sims are still calling GET for now.
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since they don't do anything useful.
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stage and then at Scene.AddClient()
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This required an option to be added to NullRegionData via ConnectionString for it to act as a non-static instance, so that regression tests (which only load this class once) don't get hopeless confused and complex to compensate.
Normal standalone operation unaffected.
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dictionary rather than AgentCircuitManager.AgentCircuits directly in "show circuits" to avoid enumeration exceptions
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We are returning the actual number of 'sides', not the maximum index number.
Also minor format corrections.
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Meshs are handeled as sculpts but can have up to 8 faces (SL restriction the collada format can handle even more). The patch enables all LSL function that adressing faces to behave correct. Like llGetNumberOfSides(); llSetLinkPrimitiveParamsFast(); llSetPrimitiveParams(); llSetColor();
Signed-off-by: marc <mare@sounddog.net>
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It might be inefficient, but there are collisions every frame if the avatar is walking/standing on the ground or a prim surface
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Robust.ini.example to 8002
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called continuously even where there are no collisions
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HandleAgentUpdate().
There's no point doing this if it's being called via PhysicsCollisionUpdate
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causes avatars to never reach the correct animation after some actions.
This reverts to situation where animation updates are made each frame on SP.PhysicsCollisionUpdate (though a packet is only sent if the anim actually changes).
m_updateCount was not being update on various avatar state changes, causing the correct animations to never be sent.
Always setting in HandleAgentUpdate() is not enough since the avatar is continually sending AgentUpdate packets.
One would need to identify all the conditions under which animations need to play out and set m_updateCount appropriately in SP.HandleAgentUpdate()
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than duplicating it with m_movementAnimation
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asking for a new determination
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DetermineMovementAnimation() for better code readability
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processed if we're dealing with a child ScenePresence.
Neither of these can have any effect on child agents
Now leaving warning about trying to set animation on a child agent active. Might temporarily pop up now and again.
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where such requests are ignored.
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constructor.
Comment was right - it is indeed useless since SP always starts off as child and TrySetMovementAnimation screens out child SP
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UploadBakedTexture cap asynchronously.
This prevents a possible race condition where the client would be told all baked textures had updated before they were in the asset service.
The client would then trigger a set appearance which, after a delay, would send the avatar appearance out to other clients.
The race condition seems unlikely because of this delay but it's still possible.
Might help with grey avatar appearances.
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path.
Also simplifies debug levels to just 0 and 1
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struct
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non-event queue inbound http requests to a simulator
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state change), don't also remove sensors for other scripts in the same prim.
Hopefully fixes http://opensimulator.org/mantis/view.php?id=4448 and http://opensimulator.org/mantis/view.php?id=4452
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This has been handled by WebFetchInvDescHandler.Fetch() for some time.
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contains no instance code
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There's no technical reason for this as the methods are thread safe. However, it might have served to slow down requests.
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FetchInvnetoryDescendents2 caps active at once
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descendents cap to fail.
Introduced just a few commits ago in 0688861
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WebFetchInventoryDescendents.
Enabling this by setting Cap_FetchInventoryDescendents2 = "localhost" in the [ClientStack.LindenCaps] section of OpenSim.ini downloads inventory via http rather than udp in later viewers.
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