| Commit message (Collapse) | Author | Age | Files | Lines |
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with a passed region size. This time in the map code and grid services code.
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sending
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Add new region crossing code to varregion
Conflicts:
OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
OpenSim/Region/Framework/Scenes/ScenePresence.cs
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console rather than log as warning
The problem with logging at warn is that these aren't actually warnings, and so are false positives to scripts that monitor for problems.
Ideally, log4net would have a separate "status" logging level, but currently we will compromise by putting them to console, as they are user-oriented
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NPC tests until positions are known to be stable.
Also resolve issues with NoSitTarget() tests where I was trying to use a destroyed PhysActor
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These stopped working because current code calculates sit heights based on avatar physics rather than appearance data.
Also changed BasicPhysics to not divide Z param of all set sizes by 2 - there's no obvious good reason for this and basicphysics is only used in tests
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- Parts of region crossing code
- New bakes handling code
- Bakes now sent from sim to sim without central storage
- Appearance handling changes
- Some changes to sitting
- A number of unrelated fixes and improvements
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Rename 'RegionWorldLocX' to 'WorldLocX' and same for Y and Z.
This keeps the downward compatibility and follows the scheme of 'region'
and 'world' location naming that is happening in the Util module.
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the RegionReady module to be warn so that the message will show up in the
log for simulators running in a more production mode (knowing when logins
are functional is useful).
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Thanks to Kira for this patch from http://opensimulator.org/mantis/view.php?id=6845
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Routines in Util to compute region world coordinates from region coordinates
as well as the conversion to and from region handles. These routines have
replaced a lot of math scattered throughout the simulator.
Should be no functional changes.
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region modules to directly subscribe to chat and messages received by NPCs
Currently still requires INPC from NPCModule.GetNPC() to be cast to an NPCAvatar.
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count number to integer world coordinates.
Added new methods RegionWorldLoc[XY].
Refactored name of 'RegionLoc*' to 'LegacyRegionLoc*' throughout OpenSim.
Kept old 'RegionLoc*' entrypoint to RegionInfo for downward compatability
of external region management packages.
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the code that this is symmetric with CloseAgent()
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it clear that all non-clientstack callers should be using this rather than RemoveClient() in order to step through the ScenePresence state machine properly.
Adds IScene.CloseAgent() to replace RemoveClient()
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formatting cleanups
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equilibrium point in the physics engine constraint.
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Add specific error warnings for mis-matched parameter types in extended
physics functions.
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parameters that control multiple axis. Add useLinearReferenceFrameA constraint parameter.
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for spring constraints. Renumber parameter ops since I can as no one is using them yet.
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Add setting of linkset type to physChangeLinkParams. Lots of detail logging for setting of linkset constraint parameters.
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Update routines to use the new parameters list from above change.
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and array of objects rather than a mixture of parameters and array. Makes understanding and parsing what is being passed much easier.
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implementation of physChangeLinkParams() in BSLinksetConstraint.
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as case variables in switch statements.
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constraints. Not fully functional. Remove double definition of ExtendedPhysics parameters by having BulletSim reference the optional module (addition to prebuild.xml and usings).
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constraint. Add implementation to create spring constraint. Send up property updates for linkset children at the end of flexible linkset links. The simulator probably doesn't do the right thing yet.
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linkset's link back to a fixed, non-moving connection.
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Scene.m_clientManager still retains a reference to a dead client.
Instead, "show client stats" now prints "Off!" so that exception is not thrown and we know which entries in ClientManager are in this state.
There's a race condition which could trigger this, but the window is extremely short and exceptions would not be thrown consistently (which is the behaviour observed).
It should otherwise be impossible for this condition to occur, so there may be a weakness in client manager IClientAPI removal.
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which have sit positions but are attachments
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sit/stand avatars already sitting/standing
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commands to sit/stand many avatars at once.
Currently, first name and last name are input separate but are concatenated with a space in the middle to form a regex.
So to sit all bots with the first name "ima", for instance, the command is "sit user name --regex ima .*"
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SitStandCommandsModule.
"sit user name" will currently only sit the given avatar on prims which have a sit target set and are not already sat upon.
Chiefly for debug purposes.
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event queue.
I think there is an argument for sending this information to NPCs anyway since in some cases it appears a lot easier to write server-side bots by hooking into such internal events.
However, would need to stop event messages building up on NPC queues if they are never retrieved.
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close through Scene.IncomingCloseAgent() and NPCAvatar.Close() rather than directly to Scene.RemoveClient().
This exception was actually harmless since it occurred at the very last stage of the remove client process.
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and processing routines in BulletSim.
Add linkset rebuild/conversion routine in BSLinkset.
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handler from both Groups modules in core, and replaced them with an operation on IGroupsModule.
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aren't processing it in any meaningful way, and it seems to get invoked everytime someone types a message in group chat.
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These were genuine failures caused by ScenePresence.CompleteMovement() waiting for an UpdateAgent from NPC introduction that would never come.
Instead, we do not wait if the agent is an NPC.
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