| Commit message (Collapse) | Author | Age | Files | Lines |
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Conflicts:
OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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rather than actually attached objects
By checking against the grid's Avatar data, we can ignore viewer side attachments but still initiate these calls simulator-side.
Initiating simulator-side is always necessary for version 1 viewers.
This is a further commit to resolve http://opensimulator.org/mantis/view.php?id=6581
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Conflicts:
OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
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scripts in attachments.
This was because the script resumption in AttachmentsModule was firing the attach event instead.
Had to reinstate the code in 285bd3a do we can resume the scripts there instead, though the bug existed before its removal.
This is to resolve http://opensimulator.org/mantis/view.php?id=6578
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Conflicts:
OpenSim/Region/Framework/Scenes/ScenePresence.cs
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ScenePresence.MakeRootAgent(), since this is already done in AttachmentsModule
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simulator-side rez attachments call.
This is a further effort to reduce v3 viewer race conditions where this call may clash with the viewer signalling attachment wearing from its current outfit folder.
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attachment code when created.
Regression from previous commit c2093ccc. Failed because NPCs don't set the ViaLogin flag
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Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/Framework/Scenes/ScenePresence.cs
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with the other attachments code, using TeleportFlags.ViaLogin check to fire if necessary.
This is to simplify the code (no tricky 'wasChild' signalling required)
and to reduce the risk of a thread clash between simulator-side attaching (necessary for v1 viewers)
and the viewer-side attaching the v3 viewers perform.
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Conflicts:
OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
OpenSim/Region/Framework/Scenes/ScenePresence.cs
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currently with a 10 second delay before auto-reteleport to the correct location.
This now does a check for border crossing (required to trigger the teleport) immediately in SP.MakeRootAgent().
If left any later, it looks like the physics scene changes the position and stops the cross happening.
If done any earlier, nothing happens because the cross-code currently requires a PhysicsActor to be in place, thuogh it's probably not necessary for this case.
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This is relevant to mega-regions where the borders are very different to a regular region.
Also adds some method doc and other code comments.
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Conflicts:
OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
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Scene.CompleteMovement() in order to make all multi-attachments appear on the destination region.
For some reason, sending updates before this will not have this effect.
This may be something related to some viewers (e.g. LL 3.3.4) or something OpenSimulator isn't getting quite right.
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SceneRaycast call doesn't have a filter option in the interface and physics will use the lower level one for all sorts of goodies so it wouldn't be appropriate to ignore it at the physics layer yet.. though that would be better once the API has filters.
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Conflicts:
OpenSim/Region/Framework/Scenes/ScenePresence.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
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This addresses http://opensimulator.org/mantis/view.php?id=6567
This creates a ScenePresence.GetWorldRotation() with the same semantics as SOP.GetWorldRotation()
SP.Rotation can't be used since it's relative to the sat upon prim if the avatar is sitting.
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Conflicts:
OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
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Unlike a much earlier commented out version of this test, this is done in synchronous mode.
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Conflicts:
OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
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set only for region crossing and not teleport, etc.
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Fix bug that allowed only login access to regions with mis-configured telehubs. Administrators now have teleport access when there exists a mis-configured telehub in the region. Estate owners are now placed at region center in the absence of spawnpoints instead of being denied access. Grid Gods are unrestricted. All others are denied access to the region until spawnpoints are assigned to the telehub object.
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additional roll when pressing page down, and reducing your roll when pressing page up to make it feel more responsive and give the user more visual feedback.
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(General, not physics). Makes flying not feel as stiff.
Conflicts:
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
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ValidateAndSendAppearanceAndAgentData()
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Conflicts:
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
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additional roll when pressing page down, and reducing your roll when pressing page up to make it feel more responsive and give the user more visual feedback.
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(General, not physics). Makes flying not feel as stiff.
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Conflicts:
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
OpenSim/Region/Physics/BulletSNPlugin/BSShapeCollection.cs
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sit on a prim we're already sat upon, rather than looking up the part from scratch.
An adaptation of commit 055b8a2
Having both ParentID and ParentPart references now is redundant. ParentID should probably be eliminated.
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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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default animation but continue to allow scripts to do so.
This keeps the fix from http://opensimulator.org/mantis/view.php?id=6327
and fixes the behaviour regression in http://opensimulator.org/mantis/view.php?id=6483
Animations may still exhibit different behaviour if both scripts and clients are adjusting animations.
A change in the behaviour of client AO to not remove all animations may be a better long term approach.
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other than the object currently sat on
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Conflicts:
OpenSim/Region/Framework/Scenes/ScenePresence.cs
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