| Commit message (Collapse) | Author | Age | Files | Lines |
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compliant viewers
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Conflicts:
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
bin/OpenMetaverse.StructuredData.XML
bin/OpenMetaverse.XML
bin/OpenMetaverseTypes.XML
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that are normally sent via RenderMaterials CAP. This can cause a race condition for updating TextureEntry fields. Therefore filter any TextureEntry updates so they only update if something actually changed.
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Conflicts:
OpenSim/Data/MySQL/MySQLAssetData.cs
OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
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megaregions.
This fixes the combined bounding box location for regions bigger than 256x256.
It also fixes the position on taking coalesced objects in the non-root regions, where position checks are properly done on rez instead.
It also fixes the megaregion land channel to return null if the land does not exist, which should probably also be done for the ordinary land channels rather than returning a dummy region.
Inspiration from Garmin's commit in http://opensimulator.org/mantis/view.php?id=6595. Thanks!
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when they were deleted.
This was because AsyncCommandManager was handing an item ID to IHttpRequestModule.StopHttpRequest() rather than the expected request ID.
This commit also makes the http request asynchronous using BeginGetResponse() rather than doing this by launching a new thread
so that we can more safely abort it via HttpWebRequest.Abort() rather than aborting the thread itself.
This also renames StopHttpRequest() to StopHttpRequestsForScript() since any outstanding requests are now aborted and/or removed.
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values could be returned if the sit orientation was changed whilst the property was being fetched.
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than one that could change whilst the method is being executed.
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could occur if the sit target position changed whilst the property was fetched
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Conflicts:
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
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old OffsetPosition rather than one which may vary if it simultaneously changes.
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GetCenterOfMass() could return results which were never the case if these values were changed whilst the method was running
No need to create new Vector3s since these are structs.
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works. Setting perms for prims also works but they don't propagate correctly yet.
NOT FOR PRODUCTIN USE. Your database will need to be updated before you can use this!
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Conflicts:
OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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rather than actually attached objects
By checking against the grid's Avatar data, we can ignore viewer side attachments but still initiate these calls simulator-side.
Initiating simulator-side is always necessary for version 1 viewers.
This is a further commit to resolve http://opensimulator.org/mantis/view.php?id=6581
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Conflicts:
OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
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scripts in attachments.
This was because the script resumption in AttachmentsModule was firing the attach event instead.
Had to reinstate the code in 285bd3a do we can resume the scripts there instead, though the bug existed before its removal.
This is to resolve http://opensimulator.org/mantis/view.php?id=6578
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Conflicts:
OpenSim/Region/Framework/Scenes/ScenePresence.cs
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ScenePresence.MakeRootAgent(), since this is already done in AttachmentsModule
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Conflicts:
OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs
OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
OpenSim/Region/OptionalModules/Avatar/Attachments/TempAttachmentsModule.cs
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teleporting between regions.
This appears to resolve issues on teleport where attachments disappear or become labelled as invalid within user inventory.
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simulator-side rez attachments call.
This is a further effort to reduce v3 viewer race conditions where this call may clash with the viewer signalling attachment wearing from its current outfit folder.
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attachment code when created.
Regression from previous commit c2093ccc. Failed because NPCs don't set the ViaLogin flag
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Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/Framework/Scenes/ScenePresence.cs
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with the other attachments code, using TeleportFlags.ViaLogin check to fire if necessary.
This is to simplify the code (no tricky 'wasChild' signalling required)
and to reduce the risk of a thread clash between simulator-side attaching (necessary for v1 viewers)
and the viewer-side attaching the v3 viewers perform.
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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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careminster
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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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works. Setting perms for prims also works but they don't propagate correctly yet.
NOT FOR PRODUCTIN USE. Your database will need to be updated before you can use this!
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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/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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