| Commit message (Collapse) | Author | Age | Files | Lines |
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Conflicts:
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs
OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs
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On the first frame, all startup scene objects are added to the physics scene.
This can cause a considerable delay, so we don't start raising the alarm on scene loop timeouts until the second frame.
This commit also slightly changes the behaviour of timeout reporting.
Previously, a report was made for the very first timed out thread, ignoring all others until the next watchdog check.
Instead, we now report every timed out thread, though we still only do this once no matter how long the timeout.
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banlines or freezing on the banline.
This involves
1) On forcible teleport, call m_scene.RequestTeleportLocation() rather than ScenePresence.Teleport() - only EntityTransferModule now should call SP.Teleport()
2) When avatar is being forcibly moved due to banlines, use a 'stop movement' tolerance of 0.2 to requested position rather than 1
This prevents the avatar sometimes being stuck to banlines until they teleport somewhere else.
This aims to fix some problems in http://opensimulator.org/mantis/view.php?id=5822
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Conflicts:
OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
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potential bad update that places an object at the opposite side of the
origin sim for a moment before actually crossing it. Especially important in
grids like OSG where lag between sims is high.
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This fixes the problem by fixing the permissions module to look at root part permissions rather than having to do this for every caller.
Resolves http://opensimulator.org/mantis/view.php?id=5569
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Conflicts:
OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
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concurrent uses of the same TCP connection, and even of the connections to the same server. So let's stop doing it. This patch makes movement much smoother when there are lots of neighbours.
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Conflicts:
OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs
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Conflicts:
prebuild.xml
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http://opensimulator.org/mantis/view.php?id=5887
Signed-off-by: nebadon <michael@osgrid.org>
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region by position instead of looking it up all the time -- this was being done during the main update loop!
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Conflicts:
OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
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http://opensimulator.org/mantis/view.php?id=5404
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points) print out one short message listing the failing node names rather than lots of exceptions.
Adds skeleton bad float values deserialization test
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AvatarFactoryModule after an avatar's appearance has been succesfully changed and persisted (if the persist option is set).
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careminster
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but unscripted default sit anim is lost. Still some Gfx glitching. Physical
crossing doesn't work yet.
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crossings
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if the current user is the owner of an object. none of the later
checks can reverse the outcome.
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rezzed before the region was restarted would wrongly place the copy in the object owner's inventory.
Addresses http://opensimulator.org/mantis/view.php?id=5825
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Conflicts:
OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs
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permissions, not PermissionMask.All
Setting PermissionMask.All will cause next permissions to replace current permissions when the object is rezzed, since bit 4 will be set.
This is not correct behaviour for a freshly uploaded mesh. Freshly rezzed in-world prims also do not have bit 4 set (don't yet know exactly what this is).
Should resolve http://opensimulator.org/mantis/view.php?id=5651
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Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
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is to only write to the database if data was changed. I was writing to the db
on every step of every avatar. Sure to give us lag, that.
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parcel"
This reverts commit 35f14a262dfa3d9199f554154a63f5f532460f56.
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into it."
This reverts commit 8923ad755d97d5ddb4a29cb6f543b53195f0b461.
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This restores functionality remove in the last commit without reintroducing
the performance penalty.
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boundary crossing only as soon as I'm properly awake. This should fix
recent performance issues
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Conflicts:
OpenSim/Data/MySQL/Resources/RegionStore.migrations
OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
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