| Commit message (Collapse) | Author | Age | Files | Lines |
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mesh to hull conversion calls in place but code not working. Update
BulletSim DLLs and SOs for new API and HACD code.
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a little clearer.
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reporting.
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AttachmentsModule.UpdateUserInventoryWithAttachment()
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the base.Name rather than its own Name.
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object. This will stop avatars from sliding down steep terrains
or objects while still allowing an avatar to be moved if standing
on a moving object.
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OpenSim coding conventions.
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up the vehicle actor.
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Add first 'actor' for locked axis.
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works. Setting perms for prims also works but they don't propagate correctly yet.
NOT FOR PRODUCTIN USE. Your database will need to be updated before you can use this!
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Conflicts:
OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs
OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
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actively writing, simply return null instead of first logging an exception.
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InformClientToInitiateTeleportToLocationDelegate to correct spelling and bring into line with other ETM Initiate methods
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Conflicts:
OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
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into RezSingleAttachmentFromInventory from RezSingleAttachmentFromInventoryInternal() done in commit 023faa2
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Conflicts:
OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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rather than actually attached objects
By checking against the grid's Avatar data, we can ignore viewer side attachments but still initiate these calls simulator-side.
Initiating simulator-side is always necessary for version 1 viewers.
This is a further commit to resolve http://opensimulator.org/mantis/view.php?id=6581
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Conflicts:
OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
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scripts in attachments.
This was because the script resumption in AttachmentsModule was firing the attach event instead.
Had to reinstate the code in 285bd3a do we can resume the scripts there instead, though the bug existed before its removal.
This is to resolve http://opensimulator.org/mantis/view.php?id=6578
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now that we're telepoting in a different way."
Unfortunately fails on Nebadon's system right now. Needs investigation. May put in a temproary option for experimentation soon.
This reverts commit d87ddf50fcd674fbd9aa8b8556bf57f2d285a3ba.
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part" and other related console commands
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that we're telepoting in a different way.
On my own system, I can now eliminate the pause entirely and the reteleport happens whilst the teleport screen is still up.
Trying this change to see if this is true for other people.
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Conflicts:
OpenSim/Region/Framework/Scenes/ScenePresence.cs
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ScenePresence.MakeRootAgent(), since this is already done in AttachmentsModule
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Conflicts:
OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs
OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
OpenSim/Region/OptionalModules/Avatar/Attachments/TempAttachmentsModule.cs
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teleporting between regions.
This appears to resolve issues on teleport where attachments disappear or become labelled as invalid within user inventory.
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Conflicts:
OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
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logging to be switched on and off.
Default is off.
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simulator-side rez attachments call.
This is a further effort to reduce v3 viewer race conditions where this call may clash with the viewer signalling attachment wearing from its current outfit folder.
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attachment code when created.
Regression from previous commit c2093ccc. Failed because NPCs don't set the ViaLogin flag
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Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/Framework/Scenes/ScenePresence.cs
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with the other attachments code, using TeleportFlags.ViaLogin check to fire if necessary.
This is to simplify the code (no tricky 'wasChild' signalling required)
and to reduce the risk of a thread clash between simulator-side attaching (necessary for v1 viewers)
and the viewer-side attaching the v3 viewers perform.
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The symptom was exceptions while creating physical terrain.
Reduce default terrain mesh magnification to 2 from 3 because the
higher resolution uses a lot of memory and doesn't solve the terrain
smoothness for vehicles.
Added comments here and there and improved some debugging log messages.
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