| Commit message (Collapse) | Author | Age | Files | Lines |
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purposes.
This adds a reverse lookup (name -> ID) to IUserManagement instead of hitting the UserAccountService directly.
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guarded by an obscure config that no one but me should be using at this point.
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Conflicts:
OpenSim/Framework/Client/IClientInventory.cs
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs
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Conflicts:
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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osEjectFromGroup(userID) that invite/eject users to/from groups the object containing the script is set to. These functions also work for closed groups.
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TriggerOnSceneObjectLoaded.
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Experimental: we'll try switching the root folder from under the viewer.
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of methods.
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Conflicts:
OpenSim/Region/OptionalModules/Scripting/ScriptModuleComms/ScriptModuleCommsModule.cs
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be.
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be.
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can be pulled fromt he delegate so we don't need to pass them explicitly
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Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
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[Startup] in OpenSim.ini
On osgrid and other places, I have observed that manually sending appearance updates from the console often relieves grey avatar syndrome.
Despite hunting high and low, I haven't been able to find where this packet is sometimes being lost - it might be a persistent viewer bug for all I know.
Therefore, this experimental setting resends appearance data for everybody in the scene every 60 seconds. These packets are small and the viewer only fetches texture
data if it doesn't already have it.
Default is false.
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careminster
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time.
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maintenance thread will end up running regular jobs that don't need to be in the main scene loop.
The idea is to make the critical main scene loop as skinny as possible - it doesn't need to run things that aren't time critical and don't depend on update ordering.
This will be done gradually over time to try and uncover any issues. Many non-criticial scene loop activities are being launched on separate threadpool threads anyway.
This may also allow modules to register their own maintenance jobs without having to maintain their own timers and threads.
Currently the maintenance loop runs once a second, as opposed to the 89ms scene loop.
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Conflicts:
OpenSim/Region/Application/OpenSimBase.cs
OpenSim/Region/Framework/Scenes/Scene.cs
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method doc. Rename HeartbeatThread, shuttingdown to conform to code standards.
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Comment out more effectively unused old heartbeat code.
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Forgot to uppercase the animation name for default animations, since for some reason we store and use them in upper rather than lowercase.
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This has actually been unused since at least 0.7.2 due to earlier changes.
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m_lastUpdate is no longer properly updated and is redundant anyway.
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This was not implemented before the recent changes but should be at some point.
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MoveTaskInventoryItem()
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Conflicts:
OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
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AllowInventoryDrop, not the source.
This allows llAllowInventoryDrop() to work.
Regression test added for this case.
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owned by the same user.
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Conflicts:
OpenSim/Region/CoreModules/World/Land/LandObject.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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DEFAULT. Turns out that this can't be expressed by cascading Permission modules, so I did it as per this patch."
This reverts commit 6146e7ef258b10888ad7464b72b75cca701e02c9.
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Turns out that this can't be expressed by cascading Permission modules, so I did it as per this patch.
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clarity since non-default animations are handled completely separately from this class
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AvatarAnimations, load just in AvatarAnimations instead.
This lets us remove the dependency of OpenSim.Framework.dll on data/avataranimations.xml, which is not necessary for ROBUST.
This commit also takes care of the odd situation where animations are stored and used internally with uppercase names (e.g. "STAND")
but scripts refer to them with lowercase names (e.g. "sit").
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collection occurs.
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when a frame updates takes longer than twice the desired time
This is controlled via "debug scene updates true|false" on the region console.
Also fix an oversight with "debug scene teleport true|false"
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true|false" command
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scripting true" or other parameters as appropriate.
This is to allow individual switching of scene debug settings and to provide flexibiltiy for additional settings.
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