| Commit message (Collapse) | Author | Age | Files | Lines |
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prims
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collision sounds. Let them be passive
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event exceptions to see call path leading up to it.
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A better solution using the already present flags must be found.
This reverts commit 6d3ee8bb39d47ed7b32e8905fa0b2fc31c5a9f80.
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Conflicts:
OpenSim/Framework/Servers/HttpServer/BaseHttpServer.cs
OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
OpenSim/Region/Framework/Scenes/Scene.cs
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backup"
This reverts commit ea91a36483f3eba90e16b664715d152f9eca2980.
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This reverts commit d9b0b03aa3f92bcd860e4edb656cf6b1221776a6.
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interim copies to avoid spammage. Not for release to the grid, must be
reverted first!
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up properly
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Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
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the module code still sets up even if we're using one directly instantiated from the RemoteGridServiceConnector.
Also improves log messages to indicate which regions are sending/receiving various neighbour protocol messages.
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names in OpenSim.ini.example to AllowedClients and BannedClients to match long-existing settings in [LoginService]
Also changes separator from comma to bar to match existing [LoginService] config features.
Divergence of config names for identical facilities in different places makes for an unnecessarily confusing user experience.
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Conflicts:
OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
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SOG and SOP. Should have no functionality changes.
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This currently only does a relatively crude check for a ScriptState node in the serialized xml
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Conflicts:
OpenSim/Data/MySQL/MySQLSimulationData.cs
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physical root prim and not a vehicle. With this llSetAngularVelocity
should work and also llTargetOmega will do the same in this case.
but for now this llTargetOmega is being a normal physical rotation with
damping, and stops with selection. Thats not like SL apparently
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Conflicts:
OpenSim/Framework/Watchdog.cs
OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
OpenSim/Region/Framework/Scenes/ScenePresence.cs
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avatar to sit in the position given if no sit target was set.
Previous behave was that the second avatar could not sit.
This matches behaviour observed on the LL grid.
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and SOP.RemoveSittingAvatar()
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This reverts commit c8f0d476d2f775ba4d7afca12eeff527b46bb8e2.
On reconsideration, I think this is less readable since immediately following code still sets SitTargetAvatar directly
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rather than creating a new copy
There are no issues with side-effects since this is a struct.
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property rather than being repeated in SP.
This also makes the detection in SP.FindNextAvailableSitTarget() and SendSitResponse() identical.
Previously they varied slightly (SendSitResponse didn't check for an older type of invalid quaternion) but the practical effect is most probably zero.
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avatars rather than throwing an exception.
Extends sitting avatar regression tests to test new sitters information
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the known item with script state still in the script engine and then remove the scripts.
This is to fix a regression starting from 5301648 where attachments had to start being deleted before persistence in order to avoid race conditions with hud update threads.
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This prevents a stack overflow where a get position on the avatar will refer to the attachment which will in turn refer back to the avatar.
This required recording of all sitting avatars on a prim which is done separately from recording the sit target avatar.
Recording HashSet is null if there are no sitting avatars in order to save memory.
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This is always done later on in SceneGraph.AddSceneObject() if the call hasn't failed due to sanity checks.
There's no other purpose for this method to exist and it's dangerous/pointless to call in other conditions.
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a few commits ago in 43a2da9
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the scene graph
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Allow NPCS to touch obects.
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