| Commit message (Collapse) | Author | Files | Lines |
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moving NPCs
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changed owners is rezzed.
This needs to occur after the script is resumed rather than before, when the event is just dropped.
Addresses http://opensimulator.org/mantis/view.php?id=5890 and http://opensimulator.org/mantis/view.php?id=5952
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FlotasmAssetCache.m_CurrentlyWriting
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This may cause IOErrors on Windows.
Aims to help with http://opensimulator.org/mantis/view.php?id=6003
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To help with http://opensimulator.org/mantis/view.php?id=5993
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this patch - Deletes any objects that have damage set > 0 that deliver that damage to an avatar Stops Gods receiving damage, Stops volume detect objects causing damage Deletes NPCS when their helth reduces to zero Gradually "heals" damage to an avatar Resets health on going to a non damage area
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source region after teleport to resolve Imprudence teleport problems.
Viewers 1 and 3 are fine with doing this immediately. However, Imprudence has a small delay (<200ms, >500ms) after receiving the AgentCompleteMovement reply packet on the destination region before regarding that region as the currnet region.
If Imprudence receives a DisableSimulator in this period, it quits.
We are not restoring the full 5000ms delay since this brings back a bug where teleports permanently fail if an avatar tries to teleport back too quickly.
This commit also sends the AgentCompleteMovement packet to the client before telling the source region to release its old agent, in order to further cut down any possibility of the DisableSimulator being recieved before the AgentMovementComplete.
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a runtime error.
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can relate a slow request to what the handler actually does and the agent it serves, if applicable.
This is most useful for capabilities where the url is not self-describing.
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to be closed because it is no longer in the child's view distance.
This sleep appears unnecessary since a sleep has already occurred in WaitForCallback() whilst waiting for the destination region to notify of teleport success.
There are no async operations between this sleep and the WaitForCallback()
If this sleep is present, then teleporting back to the source region within 5 seconds results in a disconnection.
If this sleep is commented out then teleporting quickly back and forth between two simulators appears to work without issue.
Tested on standalone, local grid and distributed grid.
Please revert if there's something that I've missed.
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simulator
This adds a non-advertised wait_for_callback option in [EntityTransfer]. Default is always true.
Teleport tests disable the wait for callback from the destination region in order to run within a single thread.
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should apply to all teleport calls, not just those through Teleport()
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and different region teleport components.
DoTeleport() now retrives IEventQueue itself rather than requiring it to be passed in.
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and off within tests.
This makes *.Tests.dll.config files no longer needed, hence deleted.
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UUID.Random().ToString();
Signed-off-by: TBG Renfold <tbg.renfold@g2mv.co.uk>
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into SendControlsToScripts() (instead of SendControlToScripts()).
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This fixes a bug introduced in 6473674bbf6ce006512083902e8ff1796d8c8b22
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rather than "Regions"
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design,""
This reverts commit a90b0e302c110068cec0ee7109e796d2d5fdab4d.
Sorry, accidentally reverted this completely by mistake, reverting the revert.
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This reverts commit 6e7f13a72d4e43f8ca564247e0b56bf5706bbdb1.
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part" console commands
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This happened because the scripts were notified about control changes (e.g., the user stopped pressing the Forward key) when the animation was still WALK, so the script didn't stop the walking animation. Fixing this required: a) Update the movement animation *before* notifying the script; b) Add locking to prevent clashes with the Heartbeat thread (which also updates the animations); c) Handle the case of a user who stops walking just as the avatar is in the air: the avatar should STAND in that case, not WALK.
This reverts commit feef1dd73243cfdd5322632fb67e64cabc1ad4bc.
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affect the starting position in the destination region.
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DotNetZip provides much better compression than standard .NET.
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of the root prim.
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because they were being uploaded before the region was registered with the grid
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the same simulator.
This involves a large amount of change in test scene setup code to allow test scenes to share shared modules
SetupScene is now an instance method that requires an instantiation of SceneHelpers, though other SceneHelpers methods are still static
May split these out into separate classes in the future.
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OSSL permissions are now controlled in OpenSim.ini.
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included, regardless of their permissions.
The purpose of the permission checks is to prevent the unauthorized copying of assets, but users can always copy assets that they created.
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problem resolution.
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osNpcSay(UUID npc, string message) left untouched
New functions:-
osNpcSay(UUID npc, int channel, string message)
osNpcShout(UUID npc, int channel, string message)
osNpcWhisper(UUID npc, int channel, string message)
Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
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analysis complexity
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folder when deleting objects from a scene. The use of the trash
folder causes assets to be created and stored everytime you delete
an object from the scene (slows down the delete and adds mostly useless
assets to your database).
Default is on (use the trash folder) which is the standard behavior.
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scripts work. Fixes Mantis #5990
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with .NET 3.5 vs 4.0 differences.
See http://opensimulator.org/mantis/view.php?id=5971
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(though this is also effectively done by physics at the moment)
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