| Commit message (Collapse) | Author | Age | Files | Lines |
|\ |
|
| |
| |
| |
| | |
start running when pulled from data storage.
|
| |
| |
| |
| |
| |
| | |
or removed. Shouldn't impact anyone as only DSG seems to use
OnScenePresenceUpdated event.
Some minor format changes to AnimationSet's ToString().
|
|\ \
| |/ |
|
| |
| |
| |
| |
| |
| |
| | |
there's still something wrong with keyframed motion starting when the sim starts up, you have to 'select' and 'deselect' the prim again to get it to appear to move. Not sure what this is but maybe melanie_t can comment on this.
* Has a prim table migration.. that might take a while, hold on to your hats.
* Fixes a null-ref when shutting down while keyframed motion is active.
|
|\ \
| |/
| |
| |
| | |
Conflicts:
OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
|
| |
| |
| |
| |
| |
| |
| |
| | |
neighbour region on root agent close.
This was introduced in git master d214e2d0 (Thu May 16 17:12:02 2013)
Caught out by the fact that value types used in iterators act like references and this was dispatched asynchronously.
Should address http://opensimulator.org/mantis/view.php?id=6658
|
|\ \
| |/ |
|
| | |
|
| |
| |
| |
| | |
may yield unexpected results in some cases. No database persistence yet,
|
| |
| |
| |
| | |
do nothing. More commits to follow.
|
| |
| |
| |
| |
| |
| |
| |
| | |
ScriptInstance.m_Scripts lock then a lock on SP.m_attachments whilst SP.MakeRootAgent() attempts to take in the opposite order.
This is because scripts (at least on XEngine) start unsuspended - deceptively the ResumeScripts() calls in various places in the code are actually completely redundant (and useless).
The solution chosen here is to use a copy of the SP attachments and not have the list locked whilst creating the scripts when an avatar enters the region.
This looks to address http://opensimulator.org/mantis/view.php?id=6557
|
|\ \
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
Conflicts:
OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
OpenSim/Region/Framework/Interfaces/IDynamicMenuModule.cs
OpenSim/Region/OptionalModules/ViewerSupport/DynamicMenuModule.cs
OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs
|
| | | |
|
| | | |
|
| | |
| | |
| | |
| | | |
rezzed again. Allow Linden trees to be sensed by LLSensor as PASSIVE objects.
|
| | | |
|
| | | |
|
| | | |
|
| | | |
|
| | |
| | |
| | |
| | | |
floater module
|
| | | |
|
| | |
| | |
| | |
| | | |
compliant viewers
|
|\ \ \
| | |/
| |/|
| | |
| | |
| | | |
Conflicts:
OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs
|
| | | |
|
| | |
| | |
| | |
| | |
| | | |
display of groups of animations (Equal(), ToString(), FromOSDArray(), ...).
No functional change to animations.
|
| | |
| | |
| | |
| | | |
This allows object modification before the usual heartbeat operation.
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
some reason (e.g. because it has a sit target), then send the actual sit prim UUID to the viewer rather than the requested one.
This purports to fix the issue described in http://opensimulator.org/mantis/view.php?id=6653 where the camera can end up following the requested sit prim rather than the actual.
The original spot was by Vegaslon, this commit just goes about it in a slightly different way
This commit also makes m_requestedSitTargetUUID to be the actual UUID, which is consistent with m_requestedSitTargetID which was already doing this.
However, this adjustment has no practical effect since we only currently need to know that there's any requested sit UUID at all, not which one it is.
|
|\ \ \
| |/ /
| | |
| | |
| | |
| | | |
Conflicts:
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
establishing a connection, to see if this helps with "Unknown UserUMMTGUN" issues.
The UMMTGUN form of Unknown User seems to appear because a viewer sometimes sends a UUIDNameRequest UDP request that fails to find a binding.
However, in theory the incoming agent should have made that binding before any such request is triggered.
So moving this binding to an earlier point in the process to see if this makes a difference.
Unknown user name is also updated to UserUMMTGUN2 - if you see the old name then you need to clear your viewer cache.
This relates to http://opensimulator.org/mantis/view.php?id=6625
|
| |\ \ |
|
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
to avatar when it becomes root. This packet shows up in the viewer
logs as an error and appears to cause problems for completing the
texture rebake process for v1 viewers in some cases.
|
| |\ \ \ |
|
| | | | | |
|
|\ \ \ \ \
| | |_|/ /
| |/| | |
| | | | |
| | | | |
| | | | | |
Conflicts:
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
|
| | | | |
| | | | |
| | | | |
| | | | | |
As a struct, Vector3 has already been cloned by MemberwiseClone()
|
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
OpenSimulator session would change the prices on both prims.
This is because the PayPrice array refernence was being memberwise cloned and not the array itself.
Addresses http://opensimulator.org/mantis/view.php?id=6639
|
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
when avatars had been sitting on the original and a different avatar sat on the copy within the same opensim session.
This was because the sitting avatars list was being cloned rather than reset.
Addresses http://opensimulator.org/mantis/view.php?id=6649
|
|\ \ \ \ \
| |/ / / /
| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
Conflicts:
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
|
| | |/ /
| |/| |
| | | |
| | | |
| | | |
| | | | |
This is controlled by the viewer, not the server.
So as per http://wiki.secondlife.com/wiki/LlSetSoundQueueing, only two sounds can be queued per prim.
You probably need to use llPreloadSound() for best results
|
|\ \ \ \
| |/ / /
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
Conflicts:
OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
OpenSim/Region/Framework/Scenes/ScenePresence.cs
OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
|
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
neighbour rather than sending all closes concurrently on a separate thread.
This is to reduce race conditions where neighbours may be responding erratically, thus mixing up create and close agent requests in time.
This mirrors OpenSimulator behaviour on enabling child agents where each region is contacted separately.
|
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
user is not prevented from relogging if many neighbours are present but not responsive.
The symptom here is that previous user connections are still present but are labelled active == false
|
| | | |
| | | |
| | | |
| | | | |
stats before the region is completely initialized.
|
| |\ \ \
| | |/ / |
|
| | | |
| | | |
| | | |
| | | | |
that are coming via TP (root agents)
|
| |/ /
| | |
| | |
| | |
| | |
| | | |
noisy on the console.
Please re-enable when required
|
| | |
| | |
| | |
| | |
| | |
| | | |
departing sims for a little while. This was also true for local TPs. BUt for local TPs the assets are on the same server, so it doesn't matter. For HGTPs, it matters. This potential fix moves sending the initial data to later, after the client has completed the movement into the region. Fingers crossed that it doesn't mess other things up!"
This reverts commit f32a21d96707f87ecbdaf42c0059f8494a119d31.
|
| | |
| | |
| | |
| | | |
for a little while. This was also true for local TPs. BUt for local TPs the assets are on the same server, so it doesn't matter. For HGTPs, it matters. This potential fix moves sending the initial data to later, after the client has completed the movement into the region. Fingers crossed that it doesn't mess other things up!
|
|\ \ \
| |/ /
| | |
| | |
| | |
| | | |
Conflicts:
OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
OpenSim/Region/Framework/Scenes/Scene.cs
|