| Commit message (Collapse) | Author | Age | Files | Lines |
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Meshs are handeled as sculpts but can have up to 8 faces (SL restriction the collada format can handle even more). The patch enables all LSL function that adressing faces to behave correct. Like llGetNumberOfSides(); llSetLinkPrimitiveParamsFast(); llSetPrimitiveParams(); llSetColor();
Signed-off-by: marc <mare@sounddog.net>
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It might be inefficient, but there are collisions every frame if the avatar is walking/standing on the ground or a prim surface
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called continuously even where there are no collisions
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HandleAgentUpdate().
There's no point doing this if it's being called via PhysicsCollisionUpdate
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causes avatars to never reach the correct animation after some actions.
This reverts to situation where animation updates are made each frame on SP.PhysicsCollisionUpdate (though a packet is only sent if the anim actually changes).
m_updateCount was not being update on various avatar state changes, causing the correct animations to never be sent.
Always setting in HandleAgentUpdate() is not enough since the avatar is continually sending AgentUpdate packets.
One would need to identify all the conditions under which animations need to play out and set m_updateCount appropriately in SP.HandleAgentUpdate()
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than duplicating it with m_movementAnimation
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DetermineMovementAnimation() for better code readability
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processed if we're dealing with a child ScenePresence.
Neither of these can have any effect on child agents
Now leaving warning about trying to set animation on a child agent active. Might temporarily pop up now and again.
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where such requests are ignored.
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constructor.
Comment was right - it is indeed useless since SP always starts off as child and TrySetMovementAnimation screens out child SP
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This has been handled by WebFetchInvDescHandler.Fetch() for some time.
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conversion rather than the arrays in TaskInventoryItem
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Scene.GetNearestAllowedPosition()
At least on ODE, this wasn't doing any harm but there wasn't any point to it either
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not just root ones.
Also adds scene name and client type (root|child) to logged information.
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desintation sim has no active script engines.
This involves getting IScene.RequestModuleInterfaces() to return an empty array (as was stated in the method doc) rather than an array containing one null entry.
Callers adjusted to stop checking for the list reference being null (which never happened anyway)
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57956c4b-ff2e-4fc1-9995-613c6256cc98>: Invalid character 'O' in input string messages
These are just the result of an attempt to canonicalize received messages - it's not important that we constantly log them.
Also finally get the deregister grid service message working properly
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regeneration.
Maptile storage appears orthogonal to region registration
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scripts from the appdomain in XEngine.
All the other actions (script state save, etc.) still occur.
This makes shutdown where there are many scripts vastly quicker.
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own private m_localID property but leaving get to return the then unset PhysicsActor.LocalId!
Instead, just have both subclasses use the PhysicsActor.LocalID property.
This restores collision functionality that fell away in 45c7789 yesterday
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changes, just cleanup
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read lock
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This is <thread-name> (<region-name>)
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EventManager.OnMakeRootAgent event since this is on the critical path for transfer of avatars from one region to another.
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As far as I can see, the SCS is only now used for informing neighbours of up/down status and possibly sending child agent updates and close requests
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All this is now being handled through IEntityTransferModule and SimulationService instead, and has been for some time.
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not being used any more - it's now IEntityTransferModule and SimulationService instead
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FriendsModule.FetchFriendslist() asychronously.
Executing this asynchronously allows a race condition where subsequent friends fetches hit a cache that FetchFriendsList() had not yet populated.
Changing this to synchronous may improve issues where a user does not see friends as online even though they are.
I don't believe synchronous is a problem here, but if it is, then a more complicated signalling mechanism is required. Locking the cache isn't sufficient.
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prim update to only triple queuing. Existing method was:
1. Schedule prim for update, adding to scene update list
2. Update on SOGs during heartbeat queues update onto each SceneViewer
3. Update on SPs during heartbeat queues update onto each IClientAPI
4. ProcessEntityUpdates queues updates into UDP send stack
Now the SceneViewer has been eliminated so updates are scheduled at any
time and then put onto the IClientAPI priority queues immediately during
SceneGraph.UpdateObjectGroups.
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relationship.
Rename IFriendsModule.AddFriend() to AddFriendship()
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stop a NullReferenceException being thrown if an HG IM is sent to a simulator running multiple regions
This is an attempt to address http://opensimulator.org/mantis/view.php?id=5791
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ScenePresenceSitTests
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with other sitting code.
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ground and solid again when it stands.
This is to avoid http://opensimulator.org/mantis/view.php?id=5783 when a collision with a ground sitting avatar causes that avatar to automatically stand and sometimes not be able to move
A better solution may be to keep gound sitting avatars solid but remove their collision status. However, this requires some physics code work.
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the avatar if prim with no sit target was out of sitting range.
Now, no movement occurs.
Note that you can still sit on a prim with an explicit sit target from any distance, as was the case before.
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list last week.
This means that if the avatar is within 10 meters of the selected target, it sits on it immediately without walking.
Existing autopilot outside this range will be disabled in a later commit
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