| Commit message (Collapse) | Author | Age | Files | Lines |
... | |
| | | |
| | | |
| | | |
| | | | |
AttachmentsModule
|
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
disappear for other avatars.
We do this by sending a kill message for that object to all other avatars apart from the one that has the hud.
|
| |\ \ \ |
|
| | | | |
| | | | |
| | | | |
| | | | | |
up the sound pipeline in the viewer.
|
| |/ / /
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
non-owner avatars if the hud was attached directly from within the region.
If this happens, then the non-owners would see unremovable huds that they did not own until relog, and sometimes even beyond that.
This was due to a race between the entity update and the attachment code when moving an object from within scene to a hud.
|
|\ \ \ \
| |/ / / |
|
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
point. HUDs attachment points are private.
Change SOP.SendFullUpdateToClient() and SoundModule.PlayAttachedSound() to use this rather than different magic number formulations.
This also corrects a bug in PlayAttachedSound() where the code assumed that all attachment points over 30 were HUDs.
It appears this is no longer true with Neck and Root (Avatar Center)
|
| | | |
| | | |
| | | |
| | | | |
UploadObjectAssetModule, property always starts as false
|
|\ \ \ \
| |/ / /
| | | |
| | | |
| | | |
| | | | |
Conflicts:
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
|
| | | |
| | | |
| | | |
| | | | |
duplicate code
|
| | | | |
|
| | | |
| | | |
| | | |
| | | | |
debug packet level
|
| | | |
| | | |
| | | |
| | | | |
return "Configuration Error", as already happens if there is no GridInfoURI
|
| | | |
| | | |
| | | |
| | | | |
wich does it's thing independently of physics. Enjoy!
|
|\ \ \ \
| |/ / /
| | | |
| | | |
| | | | |
Conflicts:
OpenSim/Framework/Servers/HttpServer/BaseHttpServer.cs
|
| | | |
| | | |
| | | |
| | | | |
Added "timer_Interval" to the OpenSimDefaults.ini, leaving the default value set to 1200, as the previous default setting. The value represents seconds. To change the default, copy the entry to OpenSim.ini and multiply the number of minutes for the interval by 60.
|
|\ \ \ \
| |/ / /
| | | |
| | | |
| | | |
| | | | |
Conflicts:
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
|
| | | |
| | | |
| | | |
| | | | |
since two commits ago (b099f26)
|
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
rather than scanning all scene for the presence with the right id
Stop checking IsLoggingOut on these listeners, if called with a root agent then we always want to perform these actions.
This covers cases where the client is closed due to manual kick, simulator shutdown, etc.
|
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
rather than using IsLoggingOut flag.
IsActive is more appropriate since unack timeout is not due to voluntary logout.
This is in line with operations such as manual kick that do not set the IsLoggingOut flag.
It's also slightly better race-wise since it reduces the chance of this operation clashing with another reason for client deactivation (e.g. manual kick).
|
| | | |
| | | |
| | | |
| | | | |
client a kick message with that reason, in case it is somehow still listening.
|
| | | |
| | | |
| | | |
| | | | |
available on IClientAPI.SceneAgent rather than retrieving it again by scanning all scenes.
|
|\ \ \ \
| |/ / / |
|
| | | | |
|
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
LSL where these aren't evaluated propertly."
This reverts commit a8a9d13dc07bc9e23ebf439cbea5ece6ae002315.
Accidentally committed, this patch might not be the correct approach.
|
| | | | |
|
| |\ \ \ |
|
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
llTeleportAgentGlobalCoords. These do NOT use PERMISSION_TELEPORT like
their SL counterparts because that permission is not yet understood by TPVs
based on v1.x.
|
| |/ / /
| | | |
| | | |
| | | |
| | | |
| | | | |
where these aren't evaluated propertly.
Addresses http://opensimulator.org/mantis/view.php?id=3268
|
|\ \ \ \
| | |_|/
| |/| |
| | | |
| | | |
| | | |
| | | | |
Conflicts:
OpenSim/Region/Framework/Interfaces/ISimulationDataService.cs
OpenSim/Services/Connectors/Simulation/SimulationDataService.cs
OpenSim/Tests/Common/Mock/MockRegionDataPlugin.cs
|
| | | |
| | | |
| | | |
| | | | |
llTeleportAgentGlobalCoords()
|
| | | |
| | | |
| | | |
| | | | |
it's pending to be sat onto a vehicle that is in the process of crossing.
|
| | | |
| | | |
| | | |
| | | | |
This reverts commit 2d98d6354ce04b655e8d9062a209f5af1565c78c.
|
| |\ \ \
| | |_|/
| |/| | |
|
| | | | |
|
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
with walls and stairs silent. Falls from greater height and running into things
will still be heard. a CollisionSound defined for the object will override this
so one can still script a soccer ball with sounds.
|
| | | |
| | | |
| | | |
| | | | |
sounds. They are distracting.
|
| | | | |
|
|\ \ \ \
| | |_|/
| |/| |
| | | |
| | | |
| | | | |
Conflicts:
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
|
| | | |
| | | |
| | | |
| | | | |
json stats from working
|
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
duplicate for child agents and unnecessary for root agents.
Close() already calls Scene.RemoveClient() which sends the right eq or udp DisableSimulator message to child agents.
|
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
check the IsLoggingOut flag instead.
This is slightly better thread-race wise
|
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
than synchronously on the outgoing packet loop.
This is the same async behaviour as normal logouts.
This is necessary because the event queue will sleep the thread for 5 seconds on an ack timeout logout as the client isn't around to pick up the final event queue messages.
|
| | | | |
|
| | | |
| | | |
| | | |
| | | | |
nor client are ever null.
|
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
rather than doing another retrieve on dequeue.
Instead of checking whether the client still exists by trying to retrieve again from the client manager, this patch gets it back from IncomingPacket and checks the IClientAPI.IsActive state.
|
|\ \ \ \
| |/ / /
| | | |
| | | |
| | | | |
Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
|
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
ETM.DoTeleport() if an agent needs closing.
This is always done as part of Scene.RemoveClient()
Also refactors try/catching in Scene.RemoveClient() to log NREs instead of silently discarding, since these are useful symptoms of problems.
|
|\ \ \ \
| |/ / /
| | | |
| | | |
| | | | |
Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
|
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
consistency instead of IClientAPI.Close() directly.
This no longer double counts child agent removals
|