| Commit message (Collapse) | Author | Age | Files | Lines |
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is fully rezzed and all scripts in it are instantiated. This ensures that link
messages will not be lost on rez/region crossing and makes heavily scripted
objects reliable.
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AttachmentsModule
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than a NullReferenceException
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AttachmentsModule
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Signed-off-by: dahlia <dahliaTrimble@gmail.removeme.com>
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If serverside permissions are off then this works as expected. Previously, it was impossible for more than one person to edit such items even if permissions were off.
If serverside permissions are on then this works as expected if the object was created by an avatar who had the required group active.
However, if the group for the object is later set then the contained item is still not editable. This may be linked to a wider bug where the object is still not modifiable by the group anyway
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This allows scripts to set WindLight parameters for clients connecting
to a region. Currently, this is only supported by the Meta7 viewer.
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thread. It should block only for the case of being called by
CapsUpdateTaskInventoryScriptAsset().
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until after its OnRezScript() returns so that script compile error
messages can be retrieved
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be used to send snmp alerts
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teleportation to a remote region without a local connection to the asset server without timing out.
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Progress, I am working on improving this to a tiered approach.
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so it can be reverted then.
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root prim until right clicked (or otherwise updated).
The root cause of this problem was that multiple ObjectUpdates were being sent on attachment which differed enough to confuse the client.
Sometimes these would eliminate each other and sometimes not, depending on whether the scheduler looked at the queued updates.
The solution here is to only schedule the ObjectUpdate once the attachment code has done all it needs to do.
Backport from head.
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really don't need two methods doing the same thing, but differently.
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used on first run and not only later.
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* Changed the null check back in estate manager setup but fixed the case for an existing account being found
* Implemented SetPassword() in the SimianGrid auth connector
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and a misleading error message (in grid mode it tries to get a user, not create one)
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can't prompt for estate owner in unit tests
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of a region and joining it to an existing estate or creating a new estate,
as well as creating an estate owner if in standalone, and assigning estate
owners. In Grid mode, existing users must be used. MySQL ONLY!!!! so far, as
I can't develop or test for either SQLite or MSSQL.
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defaults. Adding code to facilitate estate creation / managemment as part of
first time start up
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Scene and SceneGraph. This was the only change in this patch to keep it isolated from other recent changes to the same set of files.
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GetAvatars have been removed to consolidate locking and iteration within SceneGraph. All callers which used these to then iterate over presences have been refactored to instead pass their delegates to Scene.ForEachScenePresence(Action<ScenePresence>).
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ssh://3dhosting.de/var/git/careminster into careminster-presence-refactor
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really don't need two methods doing the same thing, but differently.
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eliminating option to return the actual list. Callers can now either request a copy of the array as a new List or ask the SceneGraph to call a delegate function on every ScenePresence. Iteration and locking of the ScenePresences now takes place only within the SceneGraph class.
This patch also applies a fix to Combat/CombatModule.cs which had unlocked iteration of the ScenePresences and inconsistent try/catch around the use of those ScenePresences.
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PrimitiveBaseShape.Textures. This really should be moved from a property to a method if it is going to decode a byte[] into a TextureEntry each time
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types are inferred from context
* OAR saving will attempt to correct unknown asset types before writing broken assets to the OAR file
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really don't need two methods doing the same thing, but differently.
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