| Commit message (Collapse) | Author | Age | Files | Lines |
... | |
| |\ \
| | |/ |
|
| | |
| | |
| | |
| | |
| | |
| | | |
simulator-side rez attachments call.
This is a further effort to reduce v3 viewer race conditions where this call may clash with the viewer signalling attachment wearing from its current outfit folder.
|
| |\ \
| | |/ |
|
| | |
| | |
| | |
| | |
| | |
| | | |
attachment code when created.
Regression from previous commit c2093ccc. Failed because NPCs don't set the ViaLogin flag
|
| | |\ |
|
| |\ \ \
| | |/ /
| | | |
| | | |
| | | |
| | | | |
Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/Framework/Scenes/ScenePresence.cs
|
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
with the other attachments code, using TeleportFlags.ViaLogin check to fire if necessary.
This is to simplify the code (no tricky 'wasChild' signalling required)
and to reduce the risk of a thread clash between simulator-side attaching (necessary for v1 viewers)
and the viewer-side attaching the v3 viewers perform.
|
| |\ \ \
| | | |/
| | |/| |
|
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
The symptom was exceptions while creating physical terrain.
Reduce default terrain mesh magnification to 2 from 3 because the
higher resolution uses a lot of memory and doesn't solve the terrain
smoothness for vehicles.
Added comments here and there and improved some debugging log messages.
|
| | |/ |
|
| |\ \
| | |/
| | |
| | |
| | | |
Conflicts:
OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs
|
| | | |
|
| | |
| | |
| | |
| | | |
if module was enabled.
|
| | |
| | |
| | |
| | | |
region is removed rather than base.AddRegion()
|
| | |
| | |
| | |
| | |
| | |
| | | |
directly in a megaregion, in the same manner at the "teleport user" console command.
This is to bypass an issue with the HGLureModule which stops the auto-teleport from happening.
|
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
256m to be neighbours rather than regions up to 512 distant.
This looks like an off-by-one bug since the view distance was already only 256 on the west and south sides.
This reduces the number of child agents being logged into regions neighbouring a megaregion.
|
| | | |
|
| | |
| | |
| | |
| | | |
this fixes issues where second megaregion auto-teleport hangs on black teleport screen when HG is active.
|
| | |
| | |
| | |
| | | |
For debugging purposes.
|
| | | |
|
| | | |
|
| |\ \
| | |/ |
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
already had a child agent would stop the eq working for the agent in the new region.
This was because the calculation as to whether a new agent was needed in the receiving region did not take megaregions into account,
unlike the original calculation when the user first teleported into the region.
This meant that on teleport, entity transfer would create a new CAP but this would be ignored by the viewer and receiving region, meaning that the EQ could no longer be used.
This would prevent subsequent teleport, amongst other things.
Currently, regions up to 512m from a megaregion are considered neighbours.
|
| |\ \
| | |/ |
|
| | |\ |
|
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
Check for the case where the fetched mesh asset fails meshing (degenerate
triangles or no physical mesh). In this case, the asset is marked 'failed'
and BulletSim doesn't keep trying to fetch over-and-over trying to get a
good asset.
|
| | |\ \
| | | |/ |
|
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
in a linkset.
llGetPrimitiveParams() works through PRIM_LINK_TARGET
Setting via llSetLinkPrimitiveParams(), etc. not yet implemented
|
| |\ \ \
| | | |/
| | |/| |
|
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
This tells the viewer to enable the UI for export permissions.
WARNING: If your inventory store contains invalid flags data, this will result
in items becoming exportable! Don't turn this on in production until it's complete!
|
| | |/
| | |
| | |
| | | |
with our own and add export permissions as well as a new definition for "All" as meaning "all conventional permissions" rather than "all possible permissions"
|
| |\ \
| | | |
| | | |
| | | | |
careminster
|
| |\ \ \
| | | |/
| | |/|
| | | |
| | | | |
Conflicts:
OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
|
| | | |
| | | |
| | | |
| | | |
| | | | |
arithmetic to compute the shortest path between the current tilt
and vertical.
|
| | | | |
|
| | | |
| | | |
| | | |
| | | | |
requested quicker than the asset fetcher returns and thus falsely reporting that an asset was not fetched and defaulting the assset to a bounding box.
|
| | | |
| | | |
| | | |
| | | | |
hull count for simple (non-cut prims) meshes.
|
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
in statistics for monitoring/debugging purposes
These are recorded as 'entitytransfer' stats as seen by the "show stats entitytransfer" console command.
|
| |\ \ \
| | |/ /
| | | |
| | | |
| | | |
| | | | |
Conflicts:
OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
OpenSim/Region/Framework/Scenes/ScenePresence.cs
|
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
currently with a 10 second delay before auto-reteleport to the correct location.
This now does a check for border crossing (required to trigger the teleport) immediately in SP.MakeRootAgent().
If left any later, it looks like the physics scene changes the position and stops the cross happening.
If done any earlier, nothing happens because the cross-code currently requires a PhysicsActor to be in place, thuogh it's probably not necessary for this case.
|
| | | |
| | | |
| | | |
| | | |
| | | | |
This is relevant to mega-regions where the borders are very different to a regular region.
Also adds some method doc and other code comments.
|
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
on different simulators work.
Also resolves an issue of multiple chatting if the originating simulators had more than one region and they were neighbours
|
| |_|/
|/| |
| | |
| | |
| | |
| | | |
works. Setting perms for prims also works but they don't propagate correctly yet.
NOT FOR PRODUCTIN USE. Your database will need to be updated before you can use this!
|
| | |
| | |
| | |
| | | |
with our own and add export permissions as well as a new definition for "All" as meaning "all conventional permissions" rather than "all possible permissions"
|
|\ \ \
| |/ / |
|
| |\ \
| | | |
| | | |
| | | |
| | | | |
Conflicts:
OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs
|
| | | | |
|
| |\ \ \
| | | |/
| | |/| |
|
| | | |
| | | |
| | | |
| | | | |
commit 7471bc7
|
| | | |
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
simultaneously logged out then do not continue.
This aims to reduce any side effects if the process tries to complete after the client has logged back in (e.g. it was delayed due to a slow destination region response).
This introduces a new Aborting entity transfer state which signals that the teleport should be stopped but no compensating actions performed.
|