| Commit message (Collapse) | Author | Age | Files | Lines |
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crossing
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attachments cross standalone region boundaries
lots of messy debug code here too which would need to be removed
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attachments cross standalone region boundaries"
This reverts commit 5074d290e4aeb583560272cadc8ba09aa8337210.
This gets rid of the massive amount of scene object log spam - sorry about that, folks
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This is going to be the right behaviour in all cases, I should think.
This means that avatars in region when an oar is loaded do not lose their attachments
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attachments cross standalone region boundaries
lots of messy debug code here too which would need to be removed
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root prim until right clicked (or otherwise updated).
The root cause of this problem was that multiple ObjectUpdates were being sent on attachment which differed enough to confuse the client.
Sometimes these would eliminate each other and sometimes not, depending on whether the scheduler looked at the queued updates.
The solution here is to only schedule the ObjectUpdate once the attachment code has done all it needs to do.
Backport from head.
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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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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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Scene.AddSceneObject since this wraps a check that is much less clear
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incoming scene object
Add a read-only Attachments property to ScenePresence
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when a user teleports into a region"
The behavior introduced here is not compatible with SL
This reverts commit b6bee4999c9d238a052022f105069ea4eb85f8f4.
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user teleports into a region
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Send continuous touch() events if the left mouse button is held down while moving over an object
This conforms with Linden Lab practice
Thanks Revolution
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When an object was deleted, the remove script instance call was aggregating the scripting events as normal.
This would queue a full update of the prim before the viewer was notifed of the deletion of that prim (QuitPacket)
On some occasions, the QuitPacket would be sent before the full update was dequeued and sent.
In principle, you would think that a viewer would ignore updates for deleted prims. But it appears that in the Linden viewer (1.23.5),
a prim update that arrives after the prim was deleted instead makes the deleted prim persist in the viewer. Such prims have no properties
and cannot be removed from the viewer except by a relog.
This change stops the prim event aggregation call if it's being deleted anyway, hence removing the spurious viewer-confusing update.
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and region. The non-error case should be compatible, so no version bump.
Untested.
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logins disabled until enabled from the console. Add the AccessModule (WIP)
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can now determine if a connection is from login, teleport or crossing.
Needed for a meaningful banlines implementation
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amount of memory allocated to the simulator process (Moderate Threat Level).
* Cleans redundant information out of the Simulator Version. Versions now look like:
"OpenSimulator 0.6.9(dev) Unix/Mono"
* [Minor] additional log info for MySQLInventoryData
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specific limitation, it moves to the Linden Specific client handler.
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that is 255.5, replace the component with the user's position in the simulator.
* Fixes mantis 4414: http://opensimulator.org/mantis/view.php?id=4414
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purposes. Resolves the wrap-around of the 32 bit uint.
* Teravus moved the Environment methods to the Util class
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on AvatarFactoryModule
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pass script state and assembly again properly. Reintroduce respecting tht
TrustBinaries flag. Changes the interregion protocol! No version bump
because it was broken anyway, so with a version mismatch it will simply
stay broken, but not crash. Region corssing still doesn't work because
there is still monkey business with both rezzed prims being pushed across
a border and attached prims when walking across a border. Teleport is
untested by may work.
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* If the start position is outside of the region on the X and Y, put the user in the center of the region and then damp the Z position at 720 if necessary. If the start position is not outside of the region on the X or Y, then don't check the Z.
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statements cause script compile failures
This fixes a problem in OpenSim where statements of the form
for ((i = 0); (i < 10); (++i)) { ... }
do not compile even though they are valid lsl.
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add a GetGroupByPrim() method to Scene.cs
delete a redundant method
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miguel, and the fabulous bug reports by our community members.. The workaround fix for the "ERROR:metadata.c:3211:mono_metadata_token_from_dor: code should not be reached" bug in the RegionCombinerModule.
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* Output is prettier & more useful.
* Added 'Alerts' to allow rules to be constructed using Monitors to detect for events such as deadlocks. This will be translated to SNMP Traps when I get SNMP implemented.
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* Mostly the same set as the StatsMonitor used for Viewer notification, but exposes some new frametimes - including EventMS, PhysicsUpdateMS, LandUpdateMS; new memory monitoring - both GC.TotalMemory and Process.PrivateWorkingMemory64; also exposes ThreadCount (using System.Diagnostics.Process)
* Type 'monitor report' on the console to see output.
* SNMP Implementation forthcoming.
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The scene is still the one reporting dilation so this does not break the API or remove flexibility, but it gets the calculation happening in the right place for the normal OpenSim usage. The actual calculation of physics time dilation probably needs tweaking
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the [InterestManagement] section in your config or not
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asynchronously (filling up the threadpool with handlers), which would turn around and try to do parallel operations on the starved threadpool. The solution for now is to disable Parallel.cs operations until we can gracefully handle parallel operations with a potentially starved threadpool
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