| Commit message (Collapse) | Author | Age | Files | Lines |
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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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Scene.AddObject()
Only IncomingCreateObject() needs these checks. General object adding does not need to perform crossing perm checks
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Conflicts:
OpenSim/Framework/Servers/HttpServer/PollServiceEventArgs.cs
OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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this last may need fix) added also some code for llSetAngularVelocity but not working still
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SOG.AbsolutePosition changing 'linked' avatars positions ( reason in code coment )
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Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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This works like osForceAttachToAvatar() but allows an object to be directly specified from the script object's inventory rather than forcing it to be rezzed in the scene first.
Still only attaches objects to the owner of the script.
This allows one to bypass the complicated co-ordination of first rezzing objects in the scene before attaching them.
Threat level high.
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GroupForFull/PartUpdate() to indicate when region modules need to invoke them
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This puts an extra m_part.ParentGroup.Scene == null check at the top of SceneObjectPartInventory.QueryScriptStates()
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Signed-off-by: Melanie <melanie@t-data.com>
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It appears this was never actually used since attachments were rezzed in other code.
This was never available on remote simulator comms, only local.
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incoming attachments from pre-fatpack regions (versions of OpenSimulator more than a year old)
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Conflicts:
OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
OpenSim/Region/Framework/Scenes/Scene.cs
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in many, many log messages.
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directly instead of an item ID to then shuffle through attachments, saving CPU busywork.
Almost all callers already had the sog to hand.
Still checking that it's really an attachment, but now by inspecting SOG.AttachedAvatar
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