| Commit message (Collapse) | Author | Age | Files | Lines |
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event function.
Such code would normally terminate quickly with a stack overflow exception anyway.
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This is to ensure loops aren't actually terminating from a wait on an LSL function.
This was not the case with any of the existing tests.
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regression.
Such a script would probably run out of stack pretty quickly anyway.
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Also fixes bug in do-while test
Improves detection of failure due to invalid script in test
Sets up xengine anew for each test rather than once for the while testsuite to improve isolation between tests.
Stop listening for chat after the first 'script is running' chat is received to reduce test run time.
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Minor changes to scripts in other tests.
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Add regression test for this case.
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co-op setting is active in its regression tests.
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addition to termination on wait.
This involves inserting opensim_reserved_CheckForCoopTermination() calls in lsl -> c# translation at any place where the script could be in a loop with no wait calls.
These places are for, while, do-while, label, user function call and manual event function call.
Call goes through to an XEngineScriptBase which extends ScriptBase.
IEngine is extended to supply necessary engine-specific parent class references and constructor parameters to Compiler.
Unfortunately, since XEngineScriptBase has to be passed WaitHandle in its constructor, older compiled scripts will fail to load with an error on the OpenSim console.
Such scripts will need to be recompiled, either by removing all *.dll files from the bin/ScriptEngines/<region-id> or by setting DeleteScriptsOnStartup = true in [XEngine] for one run.
Automatic recompilation may be implemented in a later commit.
This feature should not yet be used, default remains termination with Thread.Abort() which will work as normal once scripts are recompiled.
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make the function async so the script thread is not held up waiting for comms
to an external server.
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to prevent avatars being locked into their sim on a failed teleport.
May have side effects and must be revisited to fix right.
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threads"
This reverts commit 461ecd7cf9edebce45ab715901a7f3b02c216e7b.
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isn't an actual asset UUID, then try to load it like an asset id first, then try to load it as a task inventoryitem name. If the passed UUID is a string, try to load it like a task inventory item name.
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careminster
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Conflicts:
OpenSim/Framework/ThrottleOutPacketType.cs
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
OpenSim/Region/CoreModules/Avatar/Groups/GroupsModule.cs
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avatar fields from the bake data. No more auto rebaking on teleport assuming your wearables, bakes and cache are consistent.
* Speeds up appearance sending.. since there's nothing to wait for.
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Adds a DoubleLocklessQueue and uses it for the outgoing buckets. Added
a flag value to the Throttle Type (again) because although it's hacky, it's
the best of a bad bunch to get the message through the UDP stack to where it's
needed.
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Conflicts:
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
OpenSim/Region/Physics/BulletSNPlugin/BSShapeCollection.cs
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Pass through old angular velocity making for smoother transitions.
Remove some old kludges for angular motion (damping and rotvel suppression).
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without rebuilding the whole compound shape. Should make vehicles move
smoother.
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routines on the physics engine. Won't make a difference for any
existing scripts since ODE always returned Vector3.Zero.
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when should be standing.
Modify angular force routines to be the same pattern as linear force routines.
BulletSim vehicle turning is scaled like SL and is DIFFERENT THAN ODE!!
Fix some bugs in BSMotor dealing with the motor going to zero.
Add a bunch of parameters: MaxLinearVelocity, MaxAngularVelocity,
MaxAddForceMagnitude, VehicleMaxLinearVelocity, VehicleMaxAngularVelocity,
and most of the values are defaulted to values that are larger
than in SL.
Use the new parameters in BSPrim, BSCharacter and BSDynamic.
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