| Commit message (Collapse) | Author | Age | Files | Lines |
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This prevents a stack overflow where a get position on the avatar will refer to the attachment which will in turn refer back to the avatar.
This required recording of all sitting avatars on a prim which is done separately from recording the sit target avatar.
Recording HashSet is null if there are no sitting avatars in order to save memory.
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This is always done later on in SceneGraph.AddSceneObject() if the call hasn't failed due to sanity checks.
There's no other purpose for this method to exist and it's dangerous/pointless to call in other conditions.
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a few commits ago in 43a2da9
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the scene graph
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Scene.AddObject()
Only IncomingCreateObject() needs these checks. General object adding does not need to perform crossing perm checks
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Conflicts:
OpenSim/Framework/Servers/HttpServer/PollServiceEventArgs.cs
OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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this last may need fix) added also some code for llSetAngularVelocity but not working still
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SOG.AbsolutePosition changing 'linked' avatars positions ( reason in code coment )
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Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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This works like osForceAttachToAvatar() but allows an object to be directly specified from the script object's inventory rather than forcing it to be rezzed in the scene first.
Still only attaches objects to the owner of the script.
This allows one to bypass the complicated co-ordination of first rezzing objects in the scene before attaching them.
Threat level high.
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GroupForFull/PartUpdate() to indicate when region modules need to invoke them
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This puts an extra m_part.ParentGroup.Scene == null check at the top of SceneObjectPartInventory.QueryScriptStates()
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Signed-off-by: Melanie <melanie@t-data.com>
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It appears this was never actually used since attachments were rezzed in other code.
This was never available on remote simulator comms, only local.
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incoming attachments from pre-fatpack regions (versions of OpenSimulator more than a year old)
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Conflicts:
OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
OpenSim/Region/Framework/Scenes/Scene.cs
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in many, many log messages.
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Conflicts:
OpenSim/Framework/Servers/HttpServer/PollServiceWorkerThread.cs
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This reverts commit 679da63da617d031e5e7ae3f2d2a29db1a23ace3.
Conflicts:
OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
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Conflicts:
OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs
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AttachmentsModule.
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Conflicts:
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
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delete first to avoid a hud race condition with update threads.
If delete doesn't occur first then the update thread can outrace the IsAttachment = false necessary to save attachments and send hud artifacts to other viewers.
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attachment before changing properties for correct inventory serialization.
Serialization of attachments requires IsAttachment = false so that correct positions are serialized instead of avatar position.
However, doing this when a hud is still attached allows race conditions with update threads, resulting in hud artifacts on other viewers.
This change sets SOG.IsDeleted before serialization changes take place (IsDeleted itself is not a serialized property).
LLClientView then screens out any deleted SOGs before sending updates to viewers.
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Unchecking "Running" box in script editor now persists. This fixes http://opensimulator.org/mantis/view.php?id=6057
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moved.
This was because we were not setting AttachedPos in SOG.UpdateGroupPositionPR, unlike UpdateGroupPosition
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Conflicts:
OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
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instead of magic numbers
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instead of attachmentpoint magic numbers.
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started.
Adds DebugLevel infrastructure to XEngine though currently commented out and unused.
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main scene loop before RegionReady is signalled when initial script compilation finishes.
Also raises this logging level to Info from Debug since this information is of high importance. This matches the behaviour of the RegionReady module
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object UUID rather than local id, since UUID doesn't potentially vary between simulator starts.
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Conflicts:
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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This reverts commit c8227e1bb70817351de283fb647ec39f090fc9f1.
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asking physics engines all the time. Some engines delays may make them give wrong answers.
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not to break inworld contents. SL ported scripts will show a sit error around 0.1m. Added respective compensation in LSL api to maintain coerence. Fixed several bugs still on SET/GET[link]PrimitiveParams[fast] and llGetObjectDetails()
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Changed the sign of the sitoffset dependent on avatar size in SP.cs. Removed that offset correction from SET/GET..primitiveParams in LSL api. If the sign needs to be the previus one, then all references to avatar positions on LSL api need to be fixed with that correction, not only SET/GETprimitiveParams.
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only used on one place each
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code in SOP.cs
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as before my fix to impulse/forces
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point. HUDs attachment points are private.
Change SOP.SendFullUpdateToClient() and SoundModule.PlayAttachedSound() to use this rather than different magic number formulations.
This also corrects a bug in PlayAttachedSound() where the code assumed that all attachment points over 30 were HUDs.
It appears this is no longer true with Neck and Root (Avatar Center)
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