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Assets have to be marked non-local as well as non-temporary to persist. This is now done.
Hopefully addresses http://opensimulator.org/mantis/view.php?id=5660
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This meant punching in another AddUser() method in IUserManagement to do a direct name to UUID associated without the account check (since NPCs don't have accounts).
May address http://opensimulator.org/mantis/view.php?id=5645
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removed from the scene.
This is done by introducing a PresenceType enum into ScenePresence which currently has two values, User and Npc.
This seems better than a SaveAttachments flag in terms of code comprehension, though I'm still slightly uneasy about introducing these semantics to core objects
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attachments check
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this is to allow walking on prims. it will be up to the script writer to be sure that there is a continuous path.
currently implemented in osNpcMoveToTarget(), but none of this is final.
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agent
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This seems to make more sense as we can get SP.ControllingClient
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Had to stop using AvatarService for now since it doesn't store baked texture IDs (which is why this was failing).
Also failing because cloning appearance was also cloning the AvatarApperance.Owner field, which we weren't then changing.
Extended TestCreate() to check this.
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effects and return object
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Disabled temporarily since file system caching disrupts subsequent test runs
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the same user. Extend TestGiveInventoryItem() to test giving back the same item.
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instead of the specified one.
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If we don't do this then viewer 2.8 crashes.
Resolves http://opensimulator.org/mantis/view.php?id=5510
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OpenSim.Tests.Common instead
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TastInventoryHelpers class
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other test helper names
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a newly created CoreModules/Caps. Not all.
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and we don't use it
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the time with an in-memory data plugin
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IAR. This still doesn't work proprerly since some required textures/contained item assets might be missing.
From pure code inspection, it looks like the uuid gatherer may get most asset uuids because the scene object serializer naively pulls non-root parts from all contained scene objects into one mega-object. However, root part uuids may well still be missing, and there may be other odd artifacts from this bug.
It appears that storing the size of the coalescence and the offsets is redundant, since one can work out this information from the position data already in the scene object groups.
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to the entity update queue. The number of property packets can
become significant when selecting/deselecting large numbers of
objects.
This is experimental code.
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used by the TestRezCoalescedObject() regression test.
This structure matches the existing one for SceneObjects and will allow code to be reused by the uuid gatherer, other tests, etc.
Test is not yet fully implemented due to a bug in rezzing coalesced objects where they all get the same name as the item.
Only one object should get the same name as the item, which appears to be the one selected last when the the objects were coalesced in the first place.
This bug will be addressed shortly.
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For test code, take a part name prefix when creating objects, so that these can be more easily identified in the logs
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counts populated by LandManagementModule.
In order to pass ILandObject into IClientAPI.SendLandProperties(), had to push ILandObject and IPrimCounts into OpenSim.Framework from OpenSim.Region.Framework.Interfaces, in order to avoid ci
Counts are showing odd behaviour at the moment, this will be addressed shortly.
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Also adds SceneSetupHelpers methods to easily create sogs with different part UUIDs
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