| Commit message (Collapse) | Author | Age | Files | Lines |
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and loading scenarios which resulted in loss of continuity on item ids
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Conflicts:
OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
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This will show details about a part with the given uuid if it's found.
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visitors at all. On Leaving a sim, save only the changed ones. Don't save
all scripted stuff when leaving a sim.
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for adding similar show commands.
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Conflicts:
OpenSim/Region/Application/OpenSimBase.cs
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explicitly if there's an attempt to add any object with a zero UUID.
Callers themselves need to check that they're not attempting to add a null scene object.
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scene objects.
These can be run using the "nant torture" target. They are not part of "nant test" due to their long-run future nature.
Such tests are designed to do some testing of extreme situations and give some feedback on memory usage, etc.
However, data can be inconsistent due to different machine circumstances and virtual machine actions.
This area is under development.
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SceneObjectGroupsByFullID is updated elsewhere at the same time.
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Conflicts:
OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
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texEntry) for region modules
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same grid don't have the publisher as owner.
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spurious errors and "script saved" messages when script properties were changed.
Viewers since at least Linden Lab 1.23 use the script upload capability to save script changes.
It's unknown whether the commented out code was working for very old viewers or not.
Code is commented out to reduce complexity and so that useful error messages don't need to be removed.
If there is a substantial population using extremely old viewers that can't upgrade to a newer version 1 viewer (e.g. 1.23) or similar TPV then this can be revisited.
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Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
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spawn points
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Conflicts:
OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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AddInventoryItem() to accept an agent id rather than a full IClientAPI.
This stops some code having to make spurious client == null checks and reduces regression test complexity.
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RezNewScript() and rename one RezScript() to RezScriptFromPrim()
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Conflicts:
OpenSim/Region/Framework/Scenes/SceneGraph.cs
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ObjectCreateDelegate, ObjectDeleteDelegate
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Conflicts:
OpenSim/Region/Framework/Scenes/SceneGraph.cs
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OnObjectDuplicate
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adjustment commit.
Left in the method doc.
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monocov was a code coverage attempt 3 years ago which no longer works.
other removed targets have been commented out or unused for a very long time
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Conflicts:
OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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rotating physical objects. This does not use physics. Currently the rate
of change is determined as 1 / (PI * Strength).
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location of the user's UAS. This corrects an earlier design which had some cases pointing to the profile server. WARNING: CONFIGURATION CHANGES in both the sims (*Common.ini) and the Robust configs (Robust.HG.ini). Please check diff of the example files, but basically all vars that were pointing to profile should point to the UAS instead and should be called HomeURI.
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rather than halting the IAR load with an exception.
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avies always land in 0,0
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Conflicts:
OpenSim/Region/Framework/Scenes/ScenePresence.cs
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Move setting from ini to existing facitilies - thanks justincc
toggle with console command: debug teleport
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Add configuration option - DEBUG to enable debugging methods. This is temporary for helping users testing teleport routing be able to report back the data with the test cases. We can remove when finished with this, or leave it if it proves to be useful.
Users: set DEBUG = true in OpenSim.ini to get more information from teleport routing. The default is false. It presently prints the TeleportFlags value.
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Switch to our TeleportFlags enum instead of LibOMV because we need to define a type for HG Logins. Also moved some debugging in ScenePresence into a function to make it simpler to enable/disable.
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