| Commit message (Collapse) | Author | 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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Some other stuff snuck in.
This reverts commit 4cc533e7ad94d148351c16f48afd2a688a64c48a.
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important stuff off screen too fast
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a pre agent update handler. Null check these separately.
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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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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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I'm seeing the viewer ignore or fail to parse ACKs appended to our zerocoded packets. This should cut down on viewer->sim resend traffic
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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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do this in callers so that we know who is setting up these things
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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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Signed-off-by: Melanie <melanie@t-data.com>
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Signed-off-by: Melanie <melanie@t-data.com>
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CheckForSignificantMovement()
* Removed a lock on "return m_neighbours.Count" in GetInaccurateNeighborCount(). Dictionary<>.Count by itself does not benefit from locking
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relevant test code has been obsoleted
this allows the tests to pass on my local system
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this to both parties
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this needs more testing, but everything is there.
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printing the hex dump
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CreatorID, it doesn't modify database backends or OAR files to support storing/loading it
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* Moved the SL asset type to content type conversion methods from ServerUtils to OpenSim.Framework.SLUtil
* Linked content type to asset type in AssetMetadata
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bin/config-include/FlotsamCache.ini.example
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successfully been split into separate methods for quite some time now
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Fixes: Undo, T-pose of others on login, modifiedBulletX works again, feet now stand on the ground instead of in the ground, adds checks to CombatModule. Adds: Redo, Land Undo, checks to agentUpdate (so one can not fall off of a region), more vehicle parts. Finishes almost all of LSL (1 function left, 2 events).
Direct flames and kudos to Revolution, please
Signed-off-by: Melanie <melanie@t-data.com>
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These patch should allow people using systems that do not have their locale set to En_US or similar to use OpenSim without suffering effects such as being a million miles up in the air on login.
The problem was caused by parsing strings without forcing that parse to be En_US (hence different decimal and digit group symbols were causing problems).
Thanks very much to VikingErik for doing the legwork on this fix and phacelia for spotting it in the first place.
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This resolves the problem where eyes and hair would turn white on standalone configurations
When a client receives body part information, for some insane reason or other it always ends up uploading this back to the server and then immediately re-requesting it.
This should have been okay since we stored that asset in cache. However, the standalone asset service connector was not checking this cache properly, so every time the client made the request for the asset it has just loaded it would get a big fat null back in the face, causing it to make clothes and hair white.
This bug did not affect grids since they use a different service connector.
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code. No functional changes
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* Moved a few key inventory access methods from Scene.Inventory to an IInventoryAccessModule module
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* Handle logout properly. This needed an addition to IClientAPI, because of how the logout packet is currently being handled -- the agent is being removed from the scene before the different event handlers are executed, which is broken.
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