| Commit message (Collapse) | Author | Age | Files | Lines |
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list of all locations fresh for every scene presence on every frame, we will instead compute the list once every 50 frames and send to all connected presences at that time. Also, we only add 60 items to the list when there are more than 60 presences in the scene. For 1000 users, this change yields a 99.8% reduction in list processing and a 98% reduction in network bandwidth for coarse locations.
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this doesn't appear necessary when the prim priorities are adjusted so that root prim updates are always sent before child prim updates.
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to 1 from 3
This is one step towards reducing hud glitches on region crossing, since the viewer fails to display prims if it receives child full updates before the root prim full update
This commit also introduces a mechanism in LLClientView to stop child attachment updates ever going out before the root one
This is a very temporary mechanism and will be commented out when the next step of the fix (to give root prims higher udpate priority) is committed
This code is a foreport from the equivalent changes in 0.6.9-post-fixes
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a pre agent update handler. Null check these separately.
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a pre agent update handler. Null check these separately.
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Conflicts:
OpenSim/Region/Framework/Scenes/ScenePresence.cs
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parameter. Now modules themselfs don't necessarily need to convert strings to byte arrays. Added this as it was removed in LightShare patch.
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Prioritizer.cs
* Simplified the interest management code to make it easier to add new policies. Prioritization and reprioritization share code paths now
* Improved the distance and front back policies to always give your avatar the highest priority
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* Replaced the per-avatar seen update tracking with update flag combining, to avoid overwriting full updates with terse updates
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unless we were asked to
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working)
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original behavior of avatar update sending and has a simplified set of IClientAPI methods for sending avatar/prim updates
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processed before the presence has bound to receive events. Fixed this by adding packets to a queue and then processing them when the presence is ready.
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the effect of killing a newly connected client.
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route the permissions request through the existing CanEditScript() and CanEditNotecard() methods.
This implements the 'share with group' flag for notecards and scripts in prim inventory since the PermissionsModule checks group membership and permissions.
Other than that, the code in PermissionsModule duplicates the checks in LLClientView so there should be no change other than allowing group members to edit embedded notecards and scripts.
For all other asset types, the permission checking code in LLClientView continues to be used, pending refactoring of suitable permissions code
This means that 'share with group' will not yet work for prim inventory items other than notecards and scripts
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goes wrong
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some magic numbers with libomv enums
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Signed-off-by: dahlia <dahliaTrimble@gmail.removeme.com>
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cache only
* Adds GetTextureModule that implements the "GetTexture" capability, aka HTTP texture fetching. This is a significantly optimized path that does not require any server-side JPEG2000 decoding, texture priority queue, or UDP file transfer
* Sanity check for null reference in LLClientView.RefreshGroupMembership()
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call rather than swallowing them
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If serverside permissions are off then this works as expected. Previously, it was impossible for more than one person to edit such items even if permissions were off.
If serverside permissions are on then this works as expected if the object was created by an avatar who had the required group active.
However, if the group for the object is later set then the contained item is still not editable. This may be linked to a wider bug where the object is still not modifiable by the group anyway
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now conforms to the behaviour in SL. ( http://bugs.meta7.com/view.php?id=13 )
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Remerge the LightShare bits that were pushed to core
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This allows scripts to set WindLight parameters for clients connecting
to a region. Currently, this is only supported by the Meta7 viewer.
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If a full update is sent after the kill, the object remains as in the linden viewer but in an undeletable and unowned state until relog
This patch prevents this by recording kills in LLClientView
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Scene and SceneGraph. This was the only change in this patch to keep it isolated from other recent changes to the same set of files.
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