| Commit message (Collapse) | Author | Age | Files | Lines |
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don't try to extract materials data rather than throw an exception
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Setting it for foreign users does not make sense, since cntrl+shift+H always teleports them back to their original grid.
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the fix was good) Thanks FreakyTech.
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HG gods are not safe at this point. It's better to disallow this until
they can be made safe.
This reverts commit e86c765be3b0d94c94ff1c5f15a3949ecc857627.
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This should get around the exception reported in Mantis 7191 and 7204
by checking for the unbuilt child and rebuilding the linkset the next tick.
A warning message is output when this rebuild happens and this message is
clamped to 10 times in case there is a problem with a loop.
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0.7.6 to a varregion running in 0.8 and above will be denied teleport, rather than be allowed and crash the viewer.
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Signed-off-by: Michael Cerquoni <nebadon2025@gmail.com>
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draw distance optimization is enabled. Makes terrain editting a lot
snappier.
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being given permission to rez on group land.
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old viewers around anymore.
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Still has problems with child avatars.
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[Terrain]SendTerrainUpdatesByViewDistance=true.
This tracks which patches have been sent to each client and outputs the
patches as the avatar moves.
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Specifically, StoreEstateSettings was not being used anywhere; instead EstatSetting.Save was being called, but that method is a trigger to the DB-layer code directly, which, besides being wrong, was making it impossible to replace the service with a remote connector.
Also added more packing/unpacking code.
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ScenePresence.SendTerseUpdateToAllClients() which is extremely helpful when investigating presence update triggers.
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RawVelocity update threshold for now in BSCharacter.UpdateProperties().
For some reason as yet unidentified (feedback?) a threshold above 0.4 here causes the RawVelocity to move between a lower and upper bound rather than remaining constant.
The RawVelocity increased until it triggered the threshold update, at which point it started to decrease until it again triggered the threshhold update.
This delta-v was enough to exceed the checks in ScenePresence.SendTerseUpdateToAllClients() and produce jittery avatar flight because of the fluctuating velocity.
With a threshold of 0.4 (or 0, as with ODE), the RawVelocity remains constant in BulletSim and so avatar flight becomes mostly smooth - remaining occasional glitches appear to be a result of errors in distance extraploation.
There are no obvious problems with commenting out the threshold.
Misterblue, if this is wrong or I've missed some subtlety here, please feel free to revert and/or correct.
The same considerations may or may not apply to object velocity updates.
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bitmap generation in WorldMapModule throw an exception on next startup.
This commit replaces the hardcoded region sizes in WorldMapModule.GenerateOverlay() with numbers pulled from m_scene.RegionInfo
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messages instead of a warning message.
Same justification as earlier commit 996a6c2. These are not warnings but should still be visible to the user at any log level.
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the issue with different AppDomain BaseDirectory in local and Jenkins test runs
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out to console to get a handle on what's going wrong.
Does not fail for me locally and I failed to notice this test was failing on Jenkins.
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commit 1fa3a6f
This was hidden in continuous integration because of another regression test issue.
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step updates and collisions. This is an attempt to fix a crash reported
by Justin when doing high velocity teleports.
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send the SW-most corner of the varregions; the other areas, when clicked, would result a blue circle, meaning that the viewer didn't know about those areas. This is still not quite right, as all the areas appear to be in the same coordinates, but it's good enough for now.
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permissions according to the permissions of the items in the object
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script.
This is probably due to changes in the layout of the generated script preamble (using statements etc, ) in c8afc852 (Jan 17 2013).
Re-enabled existing regression test that exercises at least one case of this.
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yet enabled.
This reveals the position map problems and will make the fix (and subsequent continual checking) easier.
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MessageTransferModule.SendGridInstantMessageViaXMLRPCAsync() whilst preserving retry lookup behaviour.
This is based on heavily mikemig's original patch in http://opensimulator.org/mantis/view.php?id=7149
but instead of exiting after the first IM delivery failure to presence information retrieved from the presence service
it will retry the lookup until the result matches the previous lookup.
This is to deal with the case where the agent is sent an IM whilst they are teleporting.
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in a root prim, the focus should remain on the root prim.
Matches behaviour just tested on the Linden grid.
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camera-at value, rather than replace.
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child prim with camera-eye set
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prim and the root prim has no corresponding value set, then also set the root prim.
This matches behaviour just tested on the Linden Lab grid.
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prim does not, use the root prim offsets.
This matches behaviour just tested on the Linden Lab grid.
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prims moved camera/focus to wrong position.
For non-root prim, eye offsets now need to be made relative to root prim if either camera-at or camera-eye are set.
Probably a regression since November 2013 when all sits were made relative to root prim to match viewer expections (and fix other bugs).
Addresses http://opensimulator.org/mantis/view.php?id=7176
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chat
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chat both ways.
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