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However, the calls to the land management module to record prims need to remain, since they were also being used to return owner object lists, etc.
This is probably why prim counts were being done there in the first place.
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parcels from the OAR.
The region spanning parcel shouldn't exist in this situation. If it does, when the land data is loaded it is repersisted with a local ID which comes after the ones loaded via the oar, which obliterates the oar loaded one.
Resaving the data we just loaded from the database is somewhat odd in itself (though this makes sense from the way that OAR loading was already using the same event).
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of merged.
The --merge switch will still merge the old and new land parcelling.
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Remove the too coarse CanEditParcel method in favor of a CanEditParcelProperties
method that takes a GroupPowers argument to specify what action is to be
taken. Also, make the method to set parcel data much more granular. Permissions
in a deeded setting should now work.
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Remove the too coarse CanEditParcel method in favor of a CanEditParcelProperties
method that takes a GroupPowers argument to specify what action is to be
taken. Also, make the method to set parcel data much more granular. Permissions
in a deeded setting should now work.
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restored to some heavy casting in order to preserve RegionCombinerModule semantics, pending better events.
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list of all locations fresh for every scene presence on every frame, we will instead compute the list once every 50 frames and send to all connected presences at that time. Also, we only add 60 items to the list when there are more than 60 presences in the scene. For 1000 users, this change yields a 99.8% reduction in list processing and a 98% reduction in network bandwidth for coarse locations.
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joins parcels in an area, osParcelSubdivide splits parcels in an area, osParcelSetDetails sets parcel name, description, owner and group owner. Join and Subdivide methods in LandChannel are exposed.
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GetAvatars have been removed to consolidate locking and iteration within SceneGraph. All callers which used these to then iterate over presences have been refactored to instead pass their delegates to Scene.ForEachScenePresence(Action<ScenePresence>).
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really don't need two methods doing the same thing, but differently.
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really don't need two methods doing the same thing, but differently.
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really don't need two methods doing the same thing, but differently.
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This reverts commit 596af3f600462fb1e467714e5b898c10aa3d838b.
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* It does this by tweaking the throttles on child agent connection to a megaregion and multiplying the land throttle by 50. (various bit and byte magic ensue)
* While, I doubt this will cause terrain crater sized potholes.. since it actually increases the bandwidth available for land in child regions when MegaRegions area active, more testing would be good.
* This, in theory, also shouldn't cause missing objects in child regions.. because all objects are in the root region anyway. As I said, more testing would be good.
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miguel, and the fabulous bug reports by our community members.. The workaround fix for the "ERROR:metadata.c:3211:mono_metadata_token_from_dor: code should not be reached" bug in the RegionCombinerModule.
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* Moves the mono_metadata_token_from_dor message to a different module on loading.
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