| Commit message (Collapse) | Author | Age | Files | Lines |
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seem to be lots of sculpties with this problem while the condition really doesn't
change region operation.
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AvatarAppearance
It looks like this was happening when AttachmentsModule.RezAttachments was doing a secondary set of each attachment to update with the asset ID (initially they only have the inventory ID).
However, with multi-attach this was appending a second copy of the same attachment rather than updating the data that was already there.
This commit requires both simulator and service to be updated.
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around the world, change LogWriter to use DateTime.UtcNow rather than
DateTime.Now.
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TerrainMeshMagnification controls number of vertices generated per
heightmap point. Default is 3.
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contact processing threshold for static object as well as mesh terrain.
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whether a worn object needs to displace an existing attachment on the same point if we are not using multi-attach.
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Conflicts:
OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
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Conflicts:
OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
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Conflicts:
OpenSim/Framework/AvatarAppearance.cs
OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs
OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/OptionalModules/Avatar/Attachments/TempAttachmentsModule.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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SceneRaycast call doesn't have a filter option in the interface and physics will use the lower level one for all sorts of goodies so it wouldn't be appropriate to ignore it at the physics layer yet.. though that would be better once the API has filters.
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avination
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Conflicts:
OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
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This also adds/extends regression tests for wearing attachments directly for the scene and attempting to reattach/rewear already attached objects.
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already occupied did not remove the previous attachment (current behaviour)
Regression was commit ccd6f4 (Tue Mar 5 23:47:36 2013)
Added regression test for this case.
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they have different memory management.
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Grade, Other features when implemented should slow it down for now be Strong with Vertical Angular attraction setting and conservative with Angular Velocity on X axis)
Signed-off-by: Robert Adams <Robert.Adams@intel.com>
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Conflicts:
OpenSim/Framework/Servers/BaseOpenSimServer.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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VehicleOrientation application fixing the problem with the vertical attractor pushing vehicles nose first into ground when tilted on side.
Signed-off-by: Robert Adams <Robert.Adams@intel.com>
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Clean up some parameter code in Statistics.Binary.
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by DAExampleModule when instantiating a dynamc object.
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necessary to get attributes to save (though this probably happens anyway due to the prim move)
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GetLinkEntity() method
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simulator logs, for debug purposes
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is not in the scene.
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osNpcGetRot()
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misidentified for moving prims.
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having to continually take intermediate Vector3s to avoid race conditions
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input to GetLandObject()
This conforms to the existing ILandChannel.ParcelsNearPoint() method
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could be returned for a rotating camera
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could be returned for a moving camera
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be misidentified for a moving prim
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PRIM_SIZE and PRIM_ROT_LOCAL
This function is used by all the various ll*Params() and os*Params() functions
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whilst the function was called.
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Conflicts:
OpenSim/Region/Framework/Scenes/ScenePresence.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
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could be returned for moving prims
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llAddToLandPassList(), llSetParcelMusicURL() and llGetParcelMusicURL() for moving prims
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