| Commit message (Collapse) | Author | Age | Files | Lines |
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This patch trims leading and trailing spaces from NPC chat and
suppresses the sending of empty chat strings on open chat channel 0.
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Allow NPCS to touch obects.
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Scene.AddObject()
Only IncomingCreateObject() needs these checks. General object adding does not need to perform crossing perm checks
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AttachObject() for better code comprehension
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Conflicts:
OpenSim/Framework/Servers/HttpServer/PollServiceEventArgs.cs
OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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I can't see that these present any real hazard to sim functioning.
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This works like osForceAttachToAvatar() but allows an object to be directly specified from the script object's inventory rather than forcing it to be rezzed in the scene first.
Still only attaches objects to the owner of the script.
This allows one to bypass the complicated co-ordination of first rezzing objects in the scene before attaching them.
Threat level high.
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dictionary
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inspecting a clone of the TaskInventory dictionary that was not cloned thread-safe
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rather than inspecting a clone of the TaskInventory dictionary that was not cloned thread-safe
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renamed from ScriptByName()
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GetInventoryItem()
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TaskInventory directory
GetInventoryItems() returns a new list and so is equivalent, and creates this list under lock whereas Clone() is not thread-safe
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TaskInventory directory
GetInventoryItems() returns a new list and so is equivalent, and creates this list under lock whereas Clone() is not thread-safe
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rather than have it iterate through TaskInventory itself.
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rather than have it iterate through TaskInventory itself.
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rather than iterate through TaskInventory itself.
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to reflect what it actually is
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GroupForFull/PartUpdate() to indicate when region modules need to invoke them
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This puts an extra m_part.ParentGroup.Scene == null check at the top of SceneObjectPartInventory.QueryScriptStates()
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Signed-off-by: Melanie <melanie@t-data.com>
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It appears this was never actually used since attachments were rezzed in other code.
This was never available on remote simulator comms, only local.
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incoming attachments from pre-fatpack regions (versions of OpenSimulator more than a year old)
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Conflicts:
OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
OpenSim/Region/Framework/Scenes/Scene.cs
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rather than outside to avoid a very occasional race condition with the stat collection thread
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_collisionEventPrimChanges to m_collisionEventActorsChanges to reflect their actual contents.
These dictionaries handle all actor types, not just physical prims.
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reporting on logout, rather than stopping clearing their collision events.
This occurred in b18c8c8 (Thu May 17 2012).
This was a cause of very occasional race conditions and likely memory leakage as clients came and went from the region.
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in many, many log messages.
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directly instead of an item ID to then shuffle through attachments, saving CPU busywork.
Almost all callers already had the sog to hand.
Still checking that it's really an attachment, but now by inspecting SOG.AttachedAvatar
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matches out fromItemID on detach, go through the agent's attachment sog list instead.
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RezSingleAttachmentFromInventoryInternal() returned null.
null would only ever be returned if the item couldn't be located within inventory and this would happen immediately.
In this case, derezzing wouldn't work anyway since there is no item to derez.
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XEngine if engine specified does not exist.
This is to take account of situations where the user was intending to specify a script engine using colon using its default language.
This probably generates few false positive as scripts are less likely to end a first line colon with a comment for other purposes.
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Conflicts:
OpenSim/Framework/Servers/HttpServer/PollServiceWorkerThread.cs
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This reverts commit 679da63da617d031e5e7ae3f2d2a29db1a23ace3.
Conflicts:
OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
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Conflicts:
OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs
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line of a script where the user was not trying to select a different script engine.
This works by only posting the "Selected engine unavailable" message if we're falling back on XEngine and the language is one handled by XEngine.
In cases where the language is not handled or not allowed, the user will still be notified by the later compiler error.
This avoids the overwhelming majority of false positives where the first line contains a : for other reasons (e.g. source control systems, vim settings, etc.)
Ultimately, I think it would be better to detect script language/engine with a mechanism that didn't just rely on : detection (e.g like #! in unix scripts).
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colon is found on the first line will always be the same as for the whole script.
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