| Commit message (Collapse) | Author | Age | Files | Lines |
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problem if any...
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rotation ( SendTerseUpdateToAllClients() in place of SendAvatarDataToAllAgents() )
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client rotation of avatars 'linked' to child parts. (put back some 'cosmetics' from previus commit). Still let lsl api use physics engine ideia of part Physical state on this where it should be SOP ideia, so is that is clear that sync with engine is SOP responsability.
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Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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I can't see that these present any real hazard to sim functioning.
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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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dictionary
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inspecting a clone of the TaskInventory dictionary that was not cloned thread-safe
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rather than inspecting a clone of the TaskInventory dictionary that was not cloned thread-safe
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renamed from ScriptByName()
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GetInventoryItem()
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TaskInventory directory
GetInventoryItems() returns a new list and so is equivalent, and creates this list under lock whereas Clone() is not thread-safe
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TaskInventory directory
GetInventoryItems() returns a new list and so is equivalent, and creates this list under lock whereas Clone() is not thread-safe
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rather than have it iterate through TaskInventory itself.
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rather than have it iterate through TaskInventory itself.
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rather than iterate through TaskInventory itself.
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Conflicts:
OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
OpenSim/Region/Framework/Scenes/Scene.cs
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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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XEngine if engine specified does not exist.
This is to take account of situations where the user was intending to specify a script engine using colon using its default language.
This probably generates few false positive as scripts are less likely to end a first line colon with a comment for other purposes.
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Conflicts:
OpenSim/Framework/Servers/HttpServer/PollServiceWorkerThread.cs
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sensor.
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for some results.
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This reverts commit 679da63da617d031e5e7ae3f2d2a29db1a23ace3.
Conflicts:
OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
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Conflicts:
OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs
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line of a script where the user was not trying to select a different script engine.
This works by only posting the "Selected engine unavailable" message if we're falling back on XEngine and the language is one handled by XEngine.
In cases where the language is not handled or not allowed, the user will still be notified by the later compiler error.
This avoids the overwhelming majority of false positives where the first line contains a : for other reasons (e.g. source control systems, vim settings, etc.)
Ultimately, I think it would be better to detect script language/engine with a mechanism that didn't just rely on : detection (e.g like #! in unix scripts).
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colon is found on the first line will always be the same as for the whole script.
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Conflicts:
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
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Unchecking "Running" box in script editor now persists. This fixes http://opensimulator.org/mantis/view.php?id=6057
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XEngine.PostObjectEvent and places where the list is modified by extending the m_PrimObjects lock.
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each time 50 scripts have been started.
This is to provide an indication of what's happening now that the default isn't to report every single script start.
Changes XEngine logging level in OpenSim.exe.config from WARN to INFO.
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XEngine.DoOnRezScriptQueue()
The later invocation of this function will happen on an empty compile queue.
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loading fails.
Drop logging about memory limit exceeded to warn from error
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retrieving state (e.g. exceeds memory limit)
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Conflicts:
OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
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when compile queue empties for now
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line with other similar cases.
Remove more unnecessary Close() calls - these are being triggered by the Dispose() called when exiting the using statement for these sdk io objects.
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started.
Adds DebugLevel infrastructure to XEngine though currently commented out and unused.
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XEngine.SetXMLState() if the trust binaries flag is set.
This doesn't affect other locations where the map is written, such as on script compilation.
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