| Commit message (Collapse) | Author | Age | Files | Lines |
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rebuilding the object each time. Makes it an O(n) operation rather than O(n\!).
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correct running status on a re-rezzed attachment
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justincc's original work. Sample scripts before doing so. Also refactor some
crucial common code and eliminate parameters that were only ever used with
the same constant value.
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When linking, detach the no longer used SOG's from backup so they can be
collected. Since their Children collection is never emptied, they prevent
their former SOPs from being collected as well.
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attempting to fix a mono compile error.
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Physical linksets are fully functional.
Tweeking of the vehicle code to make it semi-work.
Utilize the new API2 for some setting operations.
Add GetOrientation() API call for proper reporting of children of linksets.
Changes the interface between C# and C++ code so old DLLs won't work!
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scene into vehicle dynamics code.
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simple, high performance logger for high frequency logging (physics sub-operations, for instance).
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Cleaned up code and got rid of compile warnings.
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with an ini configuration parameter.
Correct computation of relative offsets of children in a linkset.
Remove a prim from any link relationship before deleting it.
Minor code flow cleanups.
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return OS_NPC if an OS npc is detected.
The detection will also return agent is the NPC has been created with the OS_NPC_SENSE_AS_AGENT option.
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use with llSensor()
This same constant will later be used with llGetDetectedType().
This constant has a different name from NPC to avoid possible conflict with future LSL changes.
This constant has a different value to try and avoid unnecessary conflict with future constants that may use the same value.
Using the 'NPC' constant with llSensor() will remain valid but is deprecated.
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modInvoke commands.
Thanks SignpostMarv!!!
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if it is a UUID. The function is osIsUUID().
Thanks SignpostMarv!
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while still in the scene to avoid losing important script state.
DeleteSceneObject can not be called before doing this!
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connections" region console command
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synchronous to prevent long operations from holding up all inbound packet processing.
Giving a large folder from one avatar to another was causing a long delay when handled synchronously, since it took some time to retrieve the necessary data from the inventory service.
Handling this asynchronously instead stops this delay from disrupting all avatars in the scene. This has been shown in OSGrid.
I see no reason for not handling all IM messages asynchronously, just as incoming chat is handled asynchronously, so this has been switched for all instant messages.
Thanks to Nebadon for testing this change out.
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GroupsModule, since these led to a private blank method
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various places due to race conditions.
Even where checks are being made they aren't enough since they all assume that the Animator they just checked is still there in the next line, which is not necessarily the case without locking.
The memory used is small and these should be GC'd anyway when the SP is released. If this is not happening then the wider problem of old SPs being retained needs to be resolved.
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simultaneously (e.g. ack timeout and an attempt to reconnect)
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enabled or disabled at any point, not just during initial startup.
This replaces EventManager.OnLoginsEnabled which only fired when logins were first enabled
and was affected by a bug where it would never fire if the region started with logins disabled.
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active accidentally just removed in 528004d
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logins disabled on startup.
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on a previously empty region.
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rezzed on a previously script-free region.
There is no need to listen for OnRezScript in RegionReadyModule since OnEmptyScriptCompileQueue will only fire if scripts were compiled.
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a region contained no scripts.
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once when the region is ready.
Switch MapImageServiceModule to use this.
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region name.
This saves listeners from having to re-retrieve the scene from their own lists, which won't work anyway if multiple regions with the same name have been allowed
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to disable logins until all scripts have been compiled
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cut down race conditions when another thread manages the grab the presence after some SP structures have been reset.
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GetInventoryItem() method rather than iterate through TaskInventory itself.""
This reverts commit 59a29f5f221a1ffe4e22c63ef9da82270442b213.
The original revert was committed by mistake - it turns out this was not the cause of Mantis 6089
Conflicts:
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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receivers to accept/decline.
This appears to be a regression from back in commit db91044 (Mon Aug 22 2011) where we started to send TaskInventoryOffered msg dialog rather than InventoryOffered dialog.
This is probably correct, but failed because the bucket was too large and because we wouldn't have handled the TaskInventoryDeclined option anyway.
This patch handles both of these and make llGiveInventoryList() use TaskInventoryOffered as well
Fixes http://opensimulator.org/mantis/view.php?id=6089
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method rather than iterate through TaskInventory itself."
This reverts commit 58b13d51a7eddb442e38e6dc6790a9e7cf68bad7.
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update the name if this has been changed whilst attached.
Note, this behaviour appears to be at variance with the ll grid as of Tues 17 July 2012, testing with viewer 3.2.1.
The item name in inventory does not change either at the point of detach or after a relog.
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A better solution using the already present flags must be found.
This reverts commit 6d3ee8bb39d47ed7b32e8905fa0b2fc31c5a9f80.
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item is updated.
This doesn't seem to make any sense and probably stems from a period when this code was directly involved in attaching objects directly from the scene.
This message is already being sent by InventoryAccessModule code instead.
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SP.Scene.RegionInfo.RegionID instead of manually looking it up from the stored scene list.
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