| Commit message (Collapse) | Author | Age | Files | Lines |
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SceneObjectSerializar.cs until proper testing
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deserialize, etc
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not local offset. Currently physics interface only knows about world frame
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Conflicts:
OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
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This is not valid in the case of BasicPhysics which can return a null PhysicsActor (though I think it should really return a do-nothing PhysicsActor).
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Conflicts:
OpenSim/Data/MySQL/Resources/RegionStore.migrations
OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
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triggering events on a potentially null Scene
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objects does not create a Scene or EventManager so triggering events crashes some tests
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events during tests must check for null EventManager
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early access to changed parameters.
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module access.
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Conflicts:
OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
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texEntry) for region modules
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Conflicts:
OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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rotating physical objects. This does not use physics. Currently the rate
of change is determined as 1 / (PI * Strength).
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location of the user's UAS. This corrects an earlier design which had some cases pointing to the profile server. WARNING: CONFIGURATION CHANGES in both the sims (*Common.ini) and the Robust configs (Robust.HG.ini). Please check diff of the example files, but basically all vars that were pointing to profile should point to the UAS instead and should be called HomeURI.
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external as a property
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boolean setting in the OpenSim.ini config [Startup] section.
Naturally, default is true.
When set to false, "phantom" flags on prims can be set as usual but all prims remain phantom.
This setting is for test purposes.
This switch does not affect the collision of avatars with the terrain.
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created in that client session, or if no other action has been performed on the object.
There were two problems here:
1) On object group update, we looked for the group is the IClientAPI group cache rather than in the groups service. This fails to groups created newly in that session
2) On object group update, we weren't setting the HasGroupChanged flag. This meant that the change was not persisted unless some other action set this flag.
This commit fixes these issues and hopefully addresses http://opensimulator.org/mantis/view.php?id=5588
This commit also moves HandleObjectGroupUpdate() to the GroupsModule from the Scene.PacketHandlers.cs file
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These were entirely unused.
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potential race condition.
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work again.
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into bigmerge
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Conflicts:
OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
OpenSim/Region/Framework/Scenes/ScenePresence.cs
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We are returning the actual number of 'sides', not the maximum index number.
Also minor format corrections.
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Meshs are handeled as sculpts but can have up to 8 faces (SL restriction the collada format can handle even more). The patch enables all LSL function that adressing faces to behave correct. Like llGetNumberOfSides(); llSetLinkPrimitiveParamsFast(); llSetPrimitiveParams(); llSetColor();
Signed-off-by: marc <mare@sounddog.net>
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Conflicts:
OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
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own private m_localID property but leaving get to return the then unset PhysicsActor.LocalId!
Instead, just have both subclasses use the PhysicsActor.LocalID property.
This restores collision functionality that fell away in 45c7789 yesterday
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Conflicts:
OpenSim/Region/Framework/Scenes/SceneViewer.cs
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prim update to only triple queuing. Existing method was:
1. Schedule prim for update, adding to scene update list
2. Update on SOGs during heartbeat queues update onto each SceneViewer
3. Update on SPs during heartbeat queues update onto each IClientAPI
4. ProcessEntityUpdates queues updates into UDP send stack
Now the SceneViewer has been eliminated so updates are scheduled at any
time and then put onto the IClientAPI priority queues immediately during
SceneGraph.UpdateObjectGroups.
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