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Signed-off-by: James Hughes <jamesh@ascent.bluewallgroup.com>
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with code guidelines and the rest of the methods.
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unnecessary object update if the prim was not moving to target.
This involves making PhysicsActor.PIDActive get as well as set.
On physics components that don't implement this (all characters and some phys engines) we return false.
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SOG.stopMoveToTarget() as of last commit 67e568
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it was moving to target.
Same behaviour as on Linden Lab grid.
Will probably also address http://opensimulator.org/mantis/view.php?id=7369 by not generating spurious object updates when llStopMoveToTarget() is called in attachments where the avatar is not moving.
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Remove the detachment of attachments in camera-only, because it doesn't work for HG people, and it's too drastic of a move.
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valid set pin in a destination prim rather than the unset no pin state
Adds regression test for this case.
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their UI on the fly.
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Unfortunately, it's not currently easy to do this with "max-agent-limit"
- this must be separately set as MaxAgents in region config if it's to persist over restarts.
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This current allows one to set two region parameters
agent-limit <int> will set the current root agent limit for the region, as also settable through the viewer, though some impose a max setting (e.g. 100).
max-agent-limit <int> will set the maximum allowed root agent limit. This can also be set via the MaxAgent parameter in region config.
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This matches existing similar commands and a soon to be added "region set" command.
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Others think different about how limits work so another solution is needed.
This reverts commit ff62b90636e13e531b95bbb7699b130909fc70f2.
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This is somewhat more in keeping with something like osForceAttachToOtherAvatarFromInventory()
and potentially allows a separate osForceSit() command with High threat rather than VeryHigh that only sits the owner and can be enabled without enabling sit of other avatars.
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string target)
Allows a script IN the target prim to force an avatar to sit on it using normal methods as if called by the client.
Overload method of osForceSit() to allow a script NOT in the target prim to force an avatar to sit on the target prim using normal methods as if called by the client.
This patch is based on previous work from
http://opensimulator.org/mantis/view.php?id=4492
and also includes the suggestions from justincc including change of threat level
Thank you Christos Lightling.
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other small tidies of "load oar" console command help.
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Severe
It fits much better in this category.
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instead of casting or re-obtaining module.
This code originates from when IEntityTransferModule was shared rather than one per region.
Now it's one per region we know that callers are always in the same scene as the module.
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via the map but bypassed completely when teleporting via landmarks. This fixes this by including a call when acting on landmarks. Does not affect local grid teleports as flags are checked.
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This is cinderblocks' transaction_result.diff from http://opensimulator.org/mantis/view.php?id=7329 but I have used lsl.parser.cs and lsl.lexer.cs files generated directly from opensim-libs rather than those supplied in the patch.
I also added scriptEvents.transaction_reuslt.
The required parser/lexer generation file changes were made in commit d564f28 in the opensim-libs repo.
Thanks!
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a client's throttle (currently just whether adaptive is enabled).
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<avatar-last-name>" to control extra throttle related debug logging.
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attached from the scene.
These are never in region backup in the first place since recent 11830c43
Extend regression test to check backup status.
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Attachment persistence is not handled in this way and this just results in a load of busy work until a check in each SOG terminates a backup check for attachments anyway.
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This setting was originally added some time ago to deal with issues where appearance was not received properly by all users.
However, it does not scale well with large numbers of agents.
Disabling to see if the original problem has abated or whether this will have to be tackled in another way.
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constructor (3rd party modules use it), change order of new parameters to make it more consistent.
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back from buy object. This means that after the object is bought, it still appears as if for sale which can be confusing. This sets it back to touch, the default after sale.
Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
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rather than it's main scene loop.
[Startup] default setting UpdateTempCleaningEveryNFrames becomes UpdateTempCleaningEveryNSeconds.
Default becomes 180s instead of effective 182s (which would also vary with any changes in frame time or extra long frames)
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Addresses http://opensimulator.org/mantis/view.php?id=7330
Fixed by removing chat delivery to avatar from WorldCommModule.DeliverMessageTo(), in common with existing similar methods that only handle deliver to script listeners.
Preserves fixes from http://opensimulator.org/mantis/view.php?id=5005
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as asset generation without performing tile generation twice.
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before it's put on the wire.
Unlike "debug lludp packet" which logs at the point where OpenSim first asks the clientstack to send a certain outgoing packet, this logs immediately before the actual send.
For low-level debugging purposes.
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At this point sp != null so no check required.
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Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
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existing OpenSim code conventions. Also include new IAR save switch in console help print out.
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already existed but not for loading. This is of interest for use by region modules. Also includes reporting numbers of items saved and items filtered to the completed log printout.
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Guid. This is for uniformity as discussed on IRC.
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files. Adds new console switch --perm=CTM to save iar command.
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threads. Needs Mono 3.6+ to see thread names in utilities like top -H . Some formatting of the thread name to fin in the 16 byte limit on Linux. Please test on Windows to see if the work has any adverse effects.""
Fix for break in next commit
This reverts commit 376fab140227e92dbd841436509a97b87c9e7792.
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