| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
|
|
| |
sends an asset transaciton but it is empty. So we can't ignore name data
when a transaction is present and can't treat every transaction as valid.
Conflicts:
OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
|
|
|
|
|
|
|
|
|
| |
default animation but continue to allow scripts to do so.
This keeps the fix from http://opensimulator.org/mantis/view.php?id=6327
and fixes the behaviour regression in http://opensimulator.org/mantis/view.php?id=6483
Animations may still exhibit different behaviour if both scripts and clients are adjusting animations.
A change in the behaviour of client AO to not remove all animations may be a better long term approach.
|
|
|
|
|
|
|
| |
sit on a prim we're already sat upon, rather than looking up the part from scratch.
An adaptation of commit 055b8a2
Having both ParentID and ParentPart references now is redundant. ParentID should probably be eliminated.
|
|
|
|
|
| |
Setting this logs extra information about animation add/remove, such as uuid and animation name
Unfortunately cannot be done per client yet
|
|
|
|
| |
other than the object currently sat on
|
|
|
|
| |
rather than just saying it happened.
|
|
|
|
| |
scene <key> <value>" to "debug scene set <key> <value>" to accomodate future settings
|
|
|
|
|
|
| |
disable periodic scene backup. For debug purposes.
If false, scene is still saved on shutdown.
|
|
|
|
|
|
|
|
| |
As per http://wiki.secondlife.com/wiki/LlGetLinkKey
This is done by keeping a scene-object wide list of sitters.
This also fixes bugs in this function where linknums 0 and 1 weren't treated properly if there were sitting avatars on a single prim.
This also fixes a minor race condition for multiple concurrent sitters on a prim with no current sitters by locking on the object-wide list rather than individual sop lists
Addresses http://opensimulator.org/mantis/view.php?id=6477
|
|
|
|
| |
will be a no-op for ODE but enables asymmetrical avatars for BulletSim.
|
|
|
|
| |
velocities of zero.
|
|
|
|
| |
Also made it so llSetStatus() can individually enable disable rotation axi using the bitmask of flags.
|
|
|
|
| |
test. This seems to cause border crossing to be sensed either a little early or a little late depending on which directin the object is moving. If border crossings become totally borked or someone remembers why this was displacement was done, revert this change.
|
|
|
|
| |
more helpfully log the name, id, position and region of that object.
|
|
|
|
| |
use (such as logging anim pack contents sent to clients)
|
|
|
|
|
|
|
| |
causing subsequent issues if physics was re-enabled.
Added regression tests
Addresses http://opensimulator.org/mantis/view.php?id=6365
|
|
|
|
| |
instead of HandleSitRequest. This eliminates m_nextSitAnimation, an unneeded state-saving variable in ScenePresence
|
|
|
|
| |
in, to avoid race conditions on the client.
|
|
|
|
| |
Inventory transfers: don't do async on asset transfers or now.
|
|
|
|
|
|
|
|
|
|
| |
aim of avoiding OpenSimulator problems due to script thread aborts.
When an object is removed, its scripts are stopped and then the thread running them is aborted if stop takes too long.
However, it appears that aborting a thread at just the wrong moment when it is obtaining a ReaderWriterLockSlim lock can leave this lock in an inconsistent state.
One symptom of this is that mono leaps to 100% cpu and a vm thread dump reveals lots of threads waiting for a ReaderWriterLockSlim lock without any thread actually holding it.
This is probably the same problem as encountered originally in commit 12cebb12
This commit looks to plaster this problem by putting lock obtaining methods inside finally blocks which should be uninterruptible by thread aborts.
|
| |
|
|
|
|
|
|
|
|
|
| |
Flesh out XmlRpcGridRouter to reap unused channels from gateway when scripts or objects are removed, or when the llCloseRemoteDataChannel is called.
See: http://http://forge.opensimulator.org/gf/project/xmlrpcrouter/ or
https://github.com/BlueWall/XmlRpcRouter
for php gateway and test code.
|
|
|
|
|
|
| |
functionally identical.
Move TestDeleteSceneObjectAsync() and TestDeleteSceneObjectAsyncToUserInventory() from SceneObjectBasicTests -> SceneObjectDeRezTests
|
|
|
|
| |
BasicInventoryAccessModule() and re-enable in test suite.
|
|
|
|
| |
automatically turns off any logging enabled between tests
|
|
|
|
| |
physics error
|
|
|
|
|
|
| |
various console commands (e.g. "show users") from working.
This was because the "currently selected" scene reference was being left as the dead scene instead of the restarted Scene object.
|
| |
|
|
|
|
|
| |
If we don't do this, then these scenes don't get deregistered from the grid, amongst other things.
Regression was introduced in commit 8c130bc (Mon Nov 12 22:50:28 2012 +0000)
|
|
|
|
| |
code is there
|
| |
|
| |
|
| |
|
| |
|
| |
|
|
|
|
| |
Signed-off-by: Diva Canto <diva@metaverseink.com>
|
|
|
|
|
|
| |
LightShare as Interface
Signed-off-by: Diva Canto <diva@metaverseink.com>
|
| |
|
|
|
|
| |
superfluous whitespace & line-endings.
|
| |
|
|
|
|
|
|
|
| |
and make it compile again
Not currently in test suite since not yet working.
Also add method doc to Scene.DeRezObjects()
|
|
|
|
| |
added both the WindModule and the SunModule to the Plugin manifest.
|
| |
|
|
|
|
| |
intentionally triggering a bunch of warnings in compiler output in hopes of encouraging other developers to refactor built-in modules when they have free time.
|
|
|
|
| |
script engines to use them.
|
| |
|
|
|
|
| |
No change to existing functions.
|
|
|
|
|
| |
Uses new IEntityInventory.TryGetScriptInstanceRunning()
Makes it clearer that TaskInventoryItem.ScriptRunning cannot be used as it is temporary and not updated.
|
|\ |
|
| |
| |
| |
| | |
actually are any targets.
|