| Commit message (Collapse) | Author | Files | Lines |
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than everytime terrain is changed.
The TerrainModule now hooks the frame event and, if terrain has changed,
sends terrain updates to the clients. This polling pattern replaces
the previous push on change pattern and will make it easier to do per
client throttling and per scene presence terrain update ordering.
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prevents problems in megaregions (prims that think they've crossed over to other regions).
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group chat to avoid timeout issues when sending messages to large groups.
Only implementing for XmlRpcGroups initially to test.
May require MessageOnlineUsersOnly = true in [Groups] to be effective.
In relation to http://opensimulator.org/mantis/view.php?id=7037
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main frame loop anyway and has the potential to race that thread.
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change, not just those outside the usual tolerances.
This is to allow small adjustments of less than 0.05m in functions such as llSetPrimitiveLinkParams() to work
This is another fix for http://opensimulator.org/mantis/view.php?id=7044
Extends regression test for this case.
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user setting. Seems this parameter has many side effects.
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after crossing thread is invoked
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region. This is a temp fix for the use of draw distance to compute child
regions. Eventually must use the draw distance from the viewer for the
computation.
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Fix odd "cannot cross into banned parcel" viewer error message when crossing
into non-existant region. Proper permission failure messages are now returned.
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This commit eliminates all of the 'border' class and list code and replaces
it with testing if in the current region.
Impacts: can make a mega-region out of varregions of the same size; and
mega-region combinations must be rectangular (not square but rectangular)
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belongs to no group (UUID.Zero)
This was trigger the XmlRpcGroups errors described in http://opensimulator.org/mantis/view.php?id=6986
Introduced in commit 5b73b9c4 (Wed Dec 11 01:39:56 2013)
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the size of the input stream. This is required since the raw heightmap
format (.r32) does not contain any size information.
The estimation relies on terrain being square.
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Modify archiver to use terrain merging when loading oars.
This makes displacement AND rotation properly work on terrain when loading oars.
Especially useful when loading legacy region oars into large varregions.
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is intended for use in region modules and is not exposed to scripts.
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Signed-off-by: dahlia <dahlia@nomail>
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Locking attachments then launching script instances on a separate thread will not work, attachments will simply be unlocked and vulnerable to race conditions.
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occur no matter which branch of the conditional is executed
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DynAttrs. This is unfortunately still necessary until a better solution for handling existing legacy materials can be implemented
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removed, when a script is removed, or when a script is reset. Also
added a stats command to track the number of json stores used by
a region. Will probably add some more commands later.
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been deleted or has no spawn points.
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"Demo" label; removed most of the logging); c) Enabled by default
Changed UuidGatherer to use 'sbyte' to identify assets instead of 'AssetType'. This lets UuidGatherer handle Materials, which are defined in a different enum from 'AssetType'.
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--noterrain suppresses the loading of the terrain from the oar.
--noparcels suppresses the loading of parcel information from the oar.
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Adds displacment to all objects and terrain loaded from the oar.
As an example, if you have a 512x512 region and an old 256x256 oar, doing
load oar --displacement "<128,128,0>" oarFile.oar
will load the object (and terrain) into the middle of the 512x512 region.
If displacement is not specified, 'load oar' works like it always has.
If you have a 5
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small window for race conditions on duplicate CompleteMovement calls
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This can happen under poor network conditions if a viewer repeats the message send
If this happens, physics actors can get orphaned, which unecessarily raises physics frame times
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2009 and was superseded by ISimulationService
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b) Move the other prims in the reverse direction to compensate
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its main permissions
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when rezzing from user inventory and prim inventory.
Also, fixed a bug: when rezzing a coalesced object from a prim's inventory, apply the coalesced object's name and description only to the first sub-object; not to all the objects in the coalescence. (This was already done correctly when rezzing from a user's inventory.)
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instead of zeroing it to resolve mouselook camera problems
Addresses http://opensimulator.org/mantis/view.php?id=6892
Thanks to tglion for this spot.
This resolves a recent regression from 17b32b764acd815400d9eb903aaec6dcebd60ac7
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CorssRegion, TeleportFinishEvent).
Have Simian grid service return the region size.
Many teleport related debug log messages. Can be removed when teleport
works (like that's ever going to happen).
Conflicts:
OpenSim/Framework/RegionInfo.cs
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CorssRegion, TeleportFinishEvent).
Have Simian grid service return the region size.
Many teleport related debug log messages. Can be removed when teleport
works (like that's ever going to happen).
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Add 'not found' caching in EntityTransferModule.GetRegionContainingWorldLocation
so hitting borders and bad teleports do not continuiously hammer on the GridService.
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with a passed region size. This time in the map code and grid services code.
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was wrong for large regions anyway.
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actual crossing mechanics for seated avatars, using the supporting code from
the previous commits. Physics is not supported yet, although some few bits
for them are already in place due to the earlier code drops. With this commit,
crossing sitting avatar by "editing" the prim across the border, by using
llSetPos or keyframe motion may already be possible. Vehicles will come next.
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Rename 'RegionWorldLocX' to 'WorldLocX' and same for Y and Z.
This keeps the downward compatibility and follows the scheme of 'region'
and 'world' location naming that is happening in the Util module.
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try/catch as sometimes it appears that this can be corrupt.
As per Oren's suggestion.
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NPC tests until positions are known to be stable.
Also resolve issues with NoSitTarget() tests where I was trying to use a destroyed PhysActor
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ScenePresence inst var name was slightly different
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