| Commit message (Collapse) | Author | Age | Files | Lines |
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(tested on new logins, but need to test that it is triggered on teleports).
This should fix the sitting avatars appearing in a T pose to new users. And possible other animation problems.
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a struct and not a class, it can't be null. So these checks were just
generating compiler warnings on unreachable code.
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update.
This should fix the wrong rotation on existing sitting avatar when logging in bug.
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SendInitialFullUpdateToAllClients(), and added a replacement SendFullUpdateToAllClients() method. As the old one (now "Initial") has extra steps in it for sending initial updates/date, Not only was this leading to a lot more data being sent than needed to be, every time it was called. It also seems to have been causing the "other Avatars rotating when you sit down" bug.
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Addresses the Gap when sitting on single prims with
a sit target (discrepancy with SL)
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sometimes, incorrect sit rotation is sent to other clients
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and moved them into a IAvatarService
Although "out of the box", there is no actual functional change to behavior
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levels
* This currently has various bugs which are more to do with the way its been hacked together than the feature itself (e.g. on save-oar, ghost prims will appear of the saved
contained items). These will be found and eliminated in subsequent patches.
* Not yet ready for use
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hard-coded port numbers.
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* Implemented a hack so regions beyond the 10,000m range will show the map without having to click on the map before they'll start to show. The hack shows regions around the one you're in, but it won't show the one you're in.. you still need to click on the map to get that (not sure why yet). Additionally, the map still only shows pictures for regions that are hosted on the same instance (no change).
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failing because they are giving an illegal initial position to ScenePresence.MakeRootAgent()
* If we detected an illegal position (x, y outside region bounds or z < 0), then print out the illegal position and substitute an emergency <128, 128, 128> instead
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border to a position below it. After teleporting, you can go under the terrain if you like as usual.
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interesting, but successful way to do it.
* This also takes care of a few error situations that were previously never seen.
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* User tries to log-in but is already logged in. Userserver will send message to simulator user was in to log the user out there.
* From the UserServer, admin types 'logoff-user firstname lastname message'.
* Some regions may not get the message because they're not updated yet.
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* Added a Non-finite avatar position reset. This will either handle the <0,0,0> avatar gracefully, or send the avatar to 127,127,127 if that also doesn't work. ( I've only been able to reproduce this error once on my development workstation )
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you're a child agent before applying the changes from the grid comms. Doing this to rule it out as a source of a few bugs such as the Zombie bug and the Express Train to 0,0,0 bug.
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check. It seems there may be a race. For me, this patch,
just as it is here, fixes it.
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If the m_controllingClient member if a ScenePresence is
null, that would cause a CTB. This patch fixes it.
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finding out which region a new avatar was logging in to; the same problem
occurred when the client/avatar logged out. the reason was mani-fold:
- Scene.AddNewClient(...) would call SubscribeToClientEvents(client)
which would subscribe to all client events and then call
TriggerOnNewClient(...) BEFORE the ScenePresence object had even been
created and added. i've moved the TriggerOnNewClient() call to the
end of Scene.AddNewClient()
- Scene.AddNewClient(...) is called with child == true; a later call
to ScenePresence.MakeRootAgent() will turn child to false. When
OnNewClient is triggered, child is still true, causing IRCBridgeModule's
FindClientRegion to ignore the ScenePresence of the new avatar.
i've changed IRCBridgeModule to still use OnNewClient and also OnLogout
and OnConnectionClosed but only to signal that the avatar has logged on
(logged off respectively). to track whether an avatar has actually entered
a region i've added EventManager.OnMakeRootAgent (complementing
OnMakeChildAgent).
also, i've cleaned up the internal IRCModule code a bit. currently it
still uses IClientAPI.SendChatMessage() which replicates the code in
ChatModule, that needs to be changed to use TriggerOnChatFromWorld().
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lookup any time we get it from the server. This should
preventent unwearable appearance.
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Fix RequestUpdateInventoryItem so that asset changes
generate a new asset, which is needed for editing
appearance to do the right thing. Persistant appearance
seems to work after this, except you need to rebake textures
some times.
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get saved to the database. There are still issues on wearing things
after a cleared cache that I'm looking at now.
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Fix spelling typo (Thanks ChrisDown for pointing this out)
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types and null.
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baffles me)
it does make setting appearance in grid stick.
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prevent his crashes
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* This revision also includes a very temporary fix for the fact that NREs are received because of a missing avatar apperance in grid mode
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the MSSQL and MYSQL mappers back in under datastores and looking at doing
gid bits for this
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move the appearance sending bits to ScenePresence
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permissions modules. From Melanie. Thanks Melanie!
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