| Commit message (Collapse) | Author | Age | Files | Lines |
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Conflicts:
OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
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OpenSim.Region.Framework.dll
I believe this predates the generic system of registering interfaces and is very long unused.
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Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
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in OpenSim.ini for each region.
Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
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properly for temp-on-rez. Auto-return overrides sitting. Temp does not.
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into the physics check patch for now since physics doesn't properly return land for some reason (as tested by Nebadon)
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Conflicts:
OpenSim/Framework/Servers/HttpServer/BaseHttpServer.cs
OpenSim/Framework/Servers/HttpServer/PollServiceRequestManager.cs
OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
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Setting this logs extra information about animation add/remove, such as uuid and animation name
Unfortunately cannot be done per client yet
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Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
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scene <key> <value>" to "debug scene set <key> <value>" to accomodate future settings
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periodic backup
This is rather than making unnecessary duplicate checks that the SOG later performs again.
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disable periodic scene backup. For debug purposes.
If false, scene is still saved on shutdown.
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Conflicts:
OpenSim/Region/Framework/Scenes/ScenePresence.cs
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crashes login on some viewers.
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Conflicts:
OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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inconsistently used. - The sun position is always calculated by combining the sun settings in the Region and Estate. This fixes the problem that 'UseEstateSun' didn't work. - To remove ambiguity, the EstateToolsSunUpdate event no longer accepts the sun's position as parameters. That's because the position is always calculated from the Region and Estate settings. - Use only the 'FixedSun' flag to determine whether the sun is fixed; not the 'UseGlobalTime' flag. - Don't change the region's 'SunPosition' field according to the sun's position: this field is used only to set the position when using a FixedSun. (The 'SunVector' field does get updated according to the sun's position in the sky)
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Conflicts:
OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs
OpenSim/Region/Framework/Scenes/Scene.cs
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Conflicts:
OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
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physics error
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Conflicts:
OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
OpenSim/Region/Framework/Scenes/SceneManager.cs
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various console commands (e.g. "show users") from working.
This was because the "currently selected" scene reference was being left as the dead scene instead of the restarted Scene object.
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Conflicts:
OpenSim/Region/Application/OpenSimBase.cs
OpenSim/Region/ClientStack/Linden/Caps/NewFileAgentInventoryVariablePriceModule.cs
OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs
OpenSim/Region/Framework/ModuleLoader.cs
OpenSim/Region/Framework/Scenes/SceneManager.cs
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Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
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it's being iterated
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Conflicts:
OpenSim/Framework/ChildAgentDataUpdate.cs
OpenSim/Region/Framework/Scenes/ScenePresence.cs
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actually are any targets.
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Conflicts:
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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This was because we were removing by circuitcode where NPCs have no code.
Now removing by agent ID instead.
This commit also fixes the "show circuits" console command to work properly where the circuit has no associated IP address.
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Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
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it's being iterated
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Conflicts:
OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
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since the call itself does nothing and the return value is ignored by all callers.
This is a very old method (+4 years) so is probably confusing code cruft.
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instead of attempting to run another shutdown concurrently.
Thanks to Oren Hurvitz for this change.
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script events can still access Physics scene until the script engine shuts down (triggered off base.Close())
XEngine listeners to EventManager.OnShutdown which is triggered from base.Close().
Possibly it could listen for the earlier OnSceneShuttingDown instead, but the easier solution right now is to relocate disposal of the physics scene.
This bug has existed since c150320 (Thu Jul 26 15:27:18 2012) and was in 0.7.4
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accept a local ID as well as a UUID.
This means that the sub-commands are now id rather than uuid, e.g. show object id
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Conflicts:
OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
OpenSim/Services/Connectors/Friends/FriendsSimConnector.cs
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