| Commit message (Collapse) | Author | Age | Files | Lines |
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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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I believe UseCircuitCode is sent on EnableSimulator EQ message, rather than EstablishAgentCommunication
At least with LL 3.3.4, EstablishAgentCommunication appears unnecessary in the teleport context -
viewer still requests it though possibly only after TeleportFinish(). However, we will continue to send it.
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Conflicts:
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
OpenSim/Region/Framework/Scenes/Scene.cs
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finite number of frames even if the scene isn't active.
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This allows the scene update and maintenance loops to be started and stopped for debug purposes.
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prevent an inactive connection being left behind if the user closes the viewer whilst the connection is being established.
This should remove the need to run the console command "kick user --force" when these connections are left around.
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triggers when creating, duplicating or loading from database, incoming attachments, etc
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Conflicts:
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
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This controls how many undo steps the simulator will store for each prim.
Default is now 20 rather than 5 as it briefly was.
The default number could be increased through this is a memory tradeoff which will scale with the number of prims in the sim and level of activity.
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This was present in the code but not enforced, which led to a memory leak over time as part properties were changed, whether by viewer, script or another source.
This commit enforces that limit, which will soon become configurable.
Regression test for undo limit added
Should help with http://opensimulator.org/mantis/view.php?id=6279
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Conflicts:
OpenSim/Region/CoreModules/Agent/AssetTransaction/AgentAssetsTransactions.cs
OpenSim/Region/Framework/Scenes/Scene.cs
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a viewer from being logged out after an otherwise successful teleport.
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Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
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OpenSimDefaults.ini.
This resends appearance uuids to avatars in the scene once a minute.
I have seen this help in the past resolve grey appearance problems where viewers have for unknown reasons sometimes ignored the packet.
The overhead is very small since only the UUIDs are sent - the viewer then requests the texture only if it does not have it cached.
This setting will not help with cloudy avatars which are usually due to the viewer not uploading baked texture data or uploading something that isn't valid JPEG2000
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Make correct defaults to Phys/nonPhys prims to fix errors in prev. commit
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Fix inconsistencies between configuration parameter names and their description names. Changing the configuration parameters for non physical prim size min-max from Nonphys* to NonPhys*.
Please update your OpenSim.ini and Regions.ini to reflect these changes.
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Conflicts:
OpenSim/Region/OptionalModules/Avatar/Attachments/TempAttachmentsModule.cs
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Signed-off-by: Melanie <melanie@t-data.com>
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Conflicts:
OpenSim/Capabilities/Handlers/GetTexture/GetTextureHandler.cs
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Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
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can have in a linkset
Applied with changes - patch was based on a repo different from core
Signed-off-by: Melanie <melanie@t-data.com>
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Note that the prior work on LSL_Vector implicit operators means one does not need to explicitly cast a LSL_Vector to Vector3
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Conflicts:
OpenSim/Capabilities/Handlers/GetTexture/GetTextureHandler.cs
OpenSim/Framework/Servers/VersionInfo.cs
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