| Commit message (Collapse) | Author | Age | Files | Lines |
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( by the odd use of Velocity)
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Cached Bakes.
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synchronize with Agni.
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Conflicts:
OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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As per http://wiki.secondlife.com/wiki/LlGetLinkKey
This is done by keeping a scene-object wide list of sitters.
This also fixes bugs in this function where linknums 0 and 1 weren't treated properly if there were sitting avatars on a single prim.
This also fixes a minor race condition for multiple concurrent sitters on a prim with no current sitters by locking on the object-wide list rather than individual sop lists
Addresses http://opensimulator.org/mantis/view.php?id=6477
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inconsistently used. - The sun position is always calculated by combining the sun settings in the Region and Estate. This fixes the problem that 'UseEstateSun' didn't work. - To remove ambiguity, the EstateToolsSunUpdate event no longer accepts the sun's position as parameters. That's because the position is always calculated from the Region and Estate settings. - Use only the 'FixedSun' flag to determine whether the sun is fixed; not the 'UseGlobalTime' flag. - Don't change the region's 'SunPosition' field according to the sun's position: this field is used only to set the position when using a FixedSun. (The 'SunVector' field does get updated according to the sun's position in the sky)
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Conflicts:
OpenSim/Region/Framework/Scenes/ScenePresence.cs
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will be a no-op for ODE but enables asymmetrical avatars for BulletSim.
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Conflicts:
OpenSim/Region/Framework/Scenes/ScenePresence.cs
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velocities of zero.
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Also made it so llSetStatus() can individually enable disable rotation axi using the bitmask of flags.
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avination
Conflicts:
OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
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root part to each of the child parts.
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more messy)
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since at least for now seems good enought
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avatar collider, just rounding the boxes, etc
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Conflicts:
OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
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test. This seems to cause border crossing to be sensed either a little early or a little late depending on which directin the object is moving. If border crossings become totally borked or someone remembers why this was displacement was done, revert this change.
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Conflicts:
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
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more helpfully log the name, id, position and region of that object.
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use (such as logging anim pack contents sent to clients)
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causing subsequent issues if physics was re-enabled.
Added regression tests
Addresses http://opensimulator.org/mantis/view.php?id=6365
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instead of HandleSitRequest. This eliminates m_nextSitAnimation, an unneeded state-saving variable in ScenePresence
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in, to avoid race conditions on the client.
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Inventory transfers: don't do async on asset transfers or now.
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Conflicts:
OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs
OpenSim/Region/Framework/Scenes/Scene.cs
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aim of avoiding OpenSimulator problems due to script thread aborts.
When an object is removed, its scripts are stopped and then the thread running them is aborted if stop takes too long.
However, it appears that aborting a thread at just the wrong moment when it is obtaining a ReaderWriterLockSlim lock can leave this lock in an inconsistent state.
One symptom of this is that mono leaps to 100% cpu and a vm thread dump reveals lots of threads waiting for a ReaderWriterLockSlim lock without any thread actually holding it.
This is probably the same problem as encountered originally in commit 12cebb12
This commit looks to plaster this problem by putting lock obtaining methods inside finally blocks which should be uninterruptible by thread aborts.
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Conflicts:
OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
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