| Commit message (Collapse) | Author | Files | Lines |
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ScenePresenceSitTests
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with other sitting code.
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ground and solid again when it stands.
This is to avoid http://opensimulator.org/mantis/view.php?id=5783 when a collision with a ground sitting avatar causes that avatar to automatically stand and sometimes not be able to move
A better solution may be to keep gound sitting avatars solid but remove their collision status. However, this requires some physics code work.
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the avatar if prim with no sit target was out of sitting range.
Now, no movement occurs.
Note that you can still sit on a prim with an explicit sit target from any distance, as was the case before.
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list last week.
This means that if the avatar is within 10 meters of the selected target, it sits on it immediately without walking.
Existing autopilot outside this range will be disabled in a later commit
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set LastOwnerID properly so the parts cannot be transferred, circumventing
no trans perms
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properties packet sends and so one part is not telling a different part what to do. That should be up to the SOG to manage permissions on its parts and notify clients when one of them changes.
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terse update
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animation being run after the scripted one.
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marquee-selected deletions of single prims or small link sets nearly
instantaneous
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packet per prim. More to come as we change to make use of this.
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fully functional and cannot be disabled because that would break timings.
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properly.
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Some small
fixes ported from Avination. Some white space fixes.
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Author: Mana Janus <mana@mjm-labs.com>
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instead of individual components of a vector/quat
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This is to partially address http://opensimulator.org/mantis/view.php?id=5769
We don't need to call SP.HandleAgentSit() again if we are within 10m since the autopilot won't trigger.
By calling it twice, the position of the sitting NPC was wrongly adjusted, ending up near <0,0,0>.
However, this change does mean that NPCs further than 10m away will not attempt to autopilot to the prim, though this code was broken anyway (is actually a different mechanism to normal NPC movmeent).
Hopefully this can be addressed soon.
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numbered properly even when sets are linked to sets.
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fully changed.
This was meant to help with the script in http://opensimulator.org/mantis/view.php?id=5772 but it doesn't work.
Probably the event is fired before the physics actor has been set up again for the stood avatar.
Fixing that would be much more complicated, but processing the event last of all seems like a good idea in any case.
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from previous commit which sort out which iterator is used are left
intact. A discussion is needed as to what constitutes an avatar vs a
ScenePresence.
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the 3 iteration functions so more of them are using the correct
iteration for the action they are performing. The 3 iterators that seem
to fit all actions within OpenSim at this time are:
ForEachAvatar: Perform an action on all avatars (root presences)
ForEachClient: Perform an action on all clients (root or child clients)
ForEachRootClient: Perform an action on all clients that have an avatar
There are still a dozen places or so calling the old
ForEachScenePresence that will take a little more refactoring to
eliminate.
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UpdateFlag is now referenced/used only within SOP and SOG. Outsiders are
using ScheduleFullUpdate, ScheduleTerseUpdate or ClearUpdateSchedule on
SOP consistently now. Also started working toward eliminating those
calls to ScheduleFullUpdate, ScheduleTerseUpdate or ClearUpdateSchedule
from outside SOP in favor of just setting properties on SOP and let SOP
decide if an update should be scheduled. This consolidates the update
policy within SOP and the client rather than everywhere that makes
changes to SOP. Some places forget to call update while others call it
multiple times, "just to be sure".
UpdateFlag and Schedule*Update will both be made private shortly.
UpdateFlag is intended to be transient and internal to SOP so it has
been removed from XML serializer for SOPs.
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wrong avatar.
In AvatarFactoryModule.HandleAppearanceUpdateTimer(), we loop through appearance save and send requests and dispatch via a FireAndForget thread.
If there was more than one request in the save or send queue, then this led to a subtle race condition where the foreach loop would load in the next KeyValuePair before the thread was dispatched.
This gave the thread the wrong avatar ID, leaving some avatar appearance cloudy since appearance data was never sent.
This change loads the fields into local references so that this doesn't happen.
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SceneGraph property.
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modules command in OpenSim.cs now shows both shared modules and region modules.
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updates to clients prior to sleep. Existing behavior was to sleep BEFORE sending updates. We found this patch reduced latency to clients by 1-2 heartbeat periods.
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main physics loop and ScenePresence position and velocity setting
This is no longer necessary with ODECharacter taints (ODEPrim was already not taking part in this). BSCharacter was already tainting.
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We always use SOP.Rotation instead
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