| Commit message (Collapse) | Author | Age | Files | Lines |
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Conflicts:
OpenSim/Framework/Servers/VersionInfo.cs
OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
OpenSim/Region/Framework/Scenes/ScenePresence.cs
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Scene.PipeEventsForScript()
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allowed to run rather than checking its own prim.
This allows scripts to run in child prims that are outside region boundaries.
This is an interim patch applied from http://opensimulator.org/mantis/view.php?id=5899 though it does not resolve that bug
Thanks tglion!
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parameters. They were only used by the get/set and make code harder to refactor.
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No methods in the List class are thread safe in the MS specification/documentation
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This is already being done in the other place where a sensor is added.
Adding a sensor whilst another thread is iterating over the sensor list can cause a concurrency exception.
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are osReplaceString(string source, string patter, string replace, integer count, integer start)
The count parameter specifies the total number of replacements to make, -1 makes
all replacements.
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Thanks to zadark for pointing this out,
smxy for deciphering the ?: operator and
Plugh for the fix \o/ yay for IRC
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Signed-off-by: nebadon <michael@osgrid.org>
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there.
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Conflicts:
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs
OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs
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http://opensimulator.org/mantis/view.php?id=5763
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http://opensimulator.org/mantis/view.php?id=5756 http://opensimulator.org/mantis/view.php?id=5755 http://opensimulator.org/mantis/view.php?id=5754
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This is how it was originally. This stops a very long running alarm callback from causing a problem.
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On the first frame, all startup scene objects are added to the physics scene.
This can cause a considerable delay, so we don't start raising the alarm on scene loop timeouts until the second frame.
This commit also slightly changes the behaviour of timeout reporting.
Previously, a report was made for the very first timed out thread, ignoring all others until the next watchdog check.
Instead, we now report every timed out thread, though we still only do this once no matter how long the timeout.
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speed.
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This should resolve http://opensimulator.org/mantis/view.php?id=5901
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banlines or freezing on the banline.
This involves
1) On forcible teleport, call m_scene.RequestTeleportLocation() rather than ScenePresence.Teleport() - only EntityTransferModule now should call SP.Teleport()
2) When avatar is being forcibly moved due to banlines, use a 'stop movement' tolerance of 0.2 to requested position rather than 1
This prevents the avatar sometimes being stuck to banlines until they teleport somewhere else.
This aims to fix some problems in http://opensimulator.org/mantis/view.php?id=5822
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we can move back to a dispatcher function on SOG that handles the several cases( in a viwer independent way (?)) and calls current exec funtions. made cosmetic changes replacing decimals by hexs so bits are easier to read. Changed behavour of case 12 and 28 ( 0x0c and 0x1c) to make identical to 0x0d and 0x1d ( scale only and scale plus position). DOn't see 12 and 28 in use... cases 1c and 1d still broken
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the check for significant is carried out. Prevents a deadlock condition.
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this mfrom SOP to client side. At least does seem to work a bit better ( again there wwas a issue on sop.copy )
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Also removed commented code block.
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control for ubitODE. for all let physics know about linking of physical parts. Assume UNTESTED
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Don't allow NPC creation unless the prim owner has rez rights.
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llTeleportAgentHome(). Don't try to teleport NPCs.
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length is not a multiple of the stride, return the original list.
Also, enforce that sort is ascending only when the ascending
parameter is 1, and not when it is != 0
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