| Commit message (Collapse) | Author | Age | Files | Lines |
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now
Signed-off-by: Melanie <melanie@t-data.com>
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console command
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Conflicts:
OpenSim/Framework/WebUtil.cs
OpenSim/Region/Physics/OdePlugin/OdeScene.cs
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now
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for all physics engines)
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of the link set to make the build floater behave consistently.
Fixes permissions exploit introduced on 23 August.
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permissive" is used.
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Fixes Mantis #6327
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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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ClientClosed, OnRemovePresence that any long-running operations should be launched on a thread separate to the event thread.
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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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update. There should be a better way to indicate which properties have changed that is non LLUDP-centric
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triggers when creating, duplicating or loading from database, incoming attachments, etc
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Conflicts:
OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
OpenSim/Services/Connectors/Asset/AssetServicesConnector.cs
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bucket slot for RLV, notify the viewer about inventory folder updates.
The viewer would not see the folder move without this, either on accept or decline.
This commit also updates the TaskInventoryOffered message to better conform with the data LL uses
Changes are, agentID is prim owner rather than prim id, agent name is now simply object name rather than name with owner detail,
message is just folder name in single quotes, message is not timestamped.
However, folder is not renamed "still #RLV/~<name>". Long term solution is probably not to do these operations server-side.
Notes will be added to http://opensimulator.org/mantis/view.php?id=6311
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Conflicts:
OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
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Fixes Mantis #6327
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Not yet used.
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monitoring module.
This increments a SlowFrames counter if a frame takes over 120% of maximum time.
This commit also introduces a generic OpenSim.Framework.Monitoring.Stat which is available to any code that wants to register a statistic.
This is more granualar than asking objects to create their own reports.
At some point this will supersede earlier IMonitor and IAlert facilities in MonitoringModule which are only available to scene code.
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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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scene.
Adds regression test for this.
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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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of it on inventoryAccessModule, etc. Most likelly it's needs where there
is a transactionID not zero
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We can't put it back so we don't need to know.
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a viewer from being logged out after an otherwise successful teleport.
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