| Commit message (Collapse) | Author | Age | Files | Lines |
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careminster
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with our own and add export permissions as well as a new definition for "All" as meaning "all conventional permissions" rather than "all possible permissions"
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Conflicts:
OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
OpenSim/Region/Framework/Scenes/ScenePresence.cs
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currently with a 10 second delay before auto-reteleport to the correct location.
This now does a check for border crossing (required to trigger the teleport) immediately in SP.MakeRootAgent().
If left any later, it looks like the physics scene changes the position and stops the cross happening.
If done any earlier, nothing happens because the cross-code currently requires a PhysicsActor to be in place, thuogh it's probably not necessary for this case.
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This is relevant to mega-regions where the borders are very different to a regular region.
Also adds some method doc and other code comments.
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Conflicts:
OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
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completion just to be sure we're not using a thread cached version.
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accidentally left on a few commits ago.
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running regression tests (fire and forget calls launched on the same thread).
Also adds code comments as to why this pause exists.
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viewer couldn't/didn't connect with destination or if destination didn't signal teleport completion.
Also adds regression test for the case where the viewer couldn't connect with the destination region.
Also refactoring of regression test support code associated with entity transfer in order to make this test possible and the code less obscure.
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to fix viewer 3 issues if its own rezzing actions on login collide with the simulator side actions.
This resolves issues (at least in my tests with LL 3.3.4) where this can make attachments invisible until one zooms in on the avatar.
This doesn't affect version 1 viewers since this delay is shorter than the login delay.
This doesn't increase the login time since this part of the process was already being performed asynchronously.
This may be a temporary solution.
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Scene.CompleteMovement() in order to make all multi-attachments appear on the destination region.
For some reason, sending updates before this will not have this effect.
This may be something related to some viewers (e.g. LL 3.3.4) or something OpenSimulator isn't getting quite right.
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Conflicts:
OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
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Conflicts:
OpenSim/Framework/AvatarAppearance.cs
OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs
OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/OptionalModules/Avatar/Attachments/TempAttachmentsModule.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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SceneRaycast call doesn't have a filter option in the interface and physics will use the lower level one for all sorts of goodies so it wouldn't be appropriate to ignore it at the physics layer yet.. though that would be better once the API has filters.
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Conflicts:
OpenSim/Region/Framework/Scenes/ScenePresence.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
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This addresses http://opensimulator.org/mantis/view.php?id=6567
This creates a ScenePresence.GetWorldRotation() with the same semantics as SOP.GetWorldRotation()
SP.Rotation can't be used since it's relative to the sat upon prim if the avatar is sitting.
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this is being done lazily
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This allows region modules to add dynamic objects to SOPs rather than having to continually push and pull OSD dynamic attributes.
This is to explore the original MOAP use case for dynamic attributes where it could be very awkward and possibly time-consuming to keep reconstructing MediaEntrys from stored DynamicAttributes.
This commit adds a DOExampleModule to demonstrate/evolve this code.
Dynamic objects involve no storage or persistence changes - the 'backing store' for any data that does need to be saved will remain the DAMap.
DOExampleModule in this commit only attaches a fresh dynamic object. Actually constructing this from stored dynamic attributes and handling persistence is left for later.
These changes should affect no existing functionality, though it may or may not reveal necessary changes in DAMap down the road.
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default texture defined.. so apply better fallback protection against that. The net result is clients will have their selected textures set when they would have previously had an ignored exception.
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Conflicts:
OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
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This is currently disabled pending an improvement in the test code to properly add avatars when an event queue module is present.
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Unlike a much earlier commented out version of this test, this is done in synchronous mode.
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Conflicts:
OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
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Conflicts:
OpenSim/Region/ClientStack/Linden/Caps/MeshUploadFlagModule.cs
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
OpenSim/Region/OptionalModules/Avatar/Attachments/TempAttachmentsModule.cs
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in OpenSim.ini from [Startup]
This change also corrects the setting names - they were actually wrong (though the text in {} was correct).
If there are settings in [Startup] they will continue to be used and anything there will override settings in [AccessControl]
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Conflicts:
OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs
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there was a handler for it.
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Conflicts:
OpenSim/Region/Framework/Scenes/SceneManager.cs
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Existing map settings in [Startup] will continue to work, and if present will override anything in [Map]
However, the proper place for such settings would now be [Map]
This is to reduce the use of [Startup] as a bag for non-generic settings which should really go in sections, in common with other settings.
This commit also extends Diva's previous work to allow a default setting to be given when looking at multiple sections for settings.
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Conflicts:
OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
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set only for region crossing and not teleport, etc.
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Conflicts:
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
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from the physical scene. Invocations added in SceneObjectPart.
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