| Commit message (Collapse) | Author | Age | Files | Lines |
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ScenObjectPart.SendSound, since we can currently have non-unique object inventory names so we should check the asset type first.
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This was because we were removing by circuitcode where NPCs have no code.
Now removing by agent ID instead.
This commit also fixes the "show circuits" console command to work properly where the circuit has no associated IP address.
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For debugging purposes.
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Conflicts:
OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
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a bug where "Force object permissive" god action would fail to reset child prim
permissions.
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it's being iterated
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Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
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it's being iterated
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Conflicts:
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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any AO hud is"
This reverts commit fa484c3494a7190b4d7526094347be74d091e125.
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Conflicts:
OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
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since the call itself does nothing and the return value is ignored by all callers.
This is a very old method (+4 years) so is probably confusing code cruft.
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instead of attempting to run another shutdown concurrently.
Thanks to Oren Hurvitz for this change.
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hud is
loaded. Thank you tglion
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script events can still access Physics scene until the script engine shuts down (triggered off base.Close())
XEngine listeners to EventManager.OnShutdown which is triggered from base.Close().
Possibly it could listen for the earlier OnSceneShuttingDown instead, but the easier solution right now is to relocate disposal of the physics scene.
This bug has existed since c150320 (Thu Jul 26 15:27:18 2012) and was in 0.7.4
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Viewer 3 will discard such a message if the chat message owner does not match the avatar.
We were filling the ownerID with the primID, so this never matched, hence viewer 3 did not see any script error messages.
This commit fills the ownerID in with the prim ownerID so the script owner will receive script error messages.
This does not affect viewer 1 and associated viewers which continue to process script errors as normal.
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parameter) throw ScriptException instead of just a plain old exception.
This is to make it easier to distinguish these exceptions from unexpected OpenSimulator problems internally and in regression tests.
No functional changes.
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accept a local ID as well as a UUID.
This means that the sub-commands are now id rather than uuid, e.g. show object id
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they are enabled. Add count stats for existing LLUDP pool.
This introduces a pull stat type in addition to the push stat type.
A pull stat takes a method on construction which knows how to update the stat on request.
In this way, special interfaces for pull stat collection are not necessary.
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which is what it is.
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Signed-off-by: Melanie <melanie@t-data.com>
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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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