| Commit message (Collapse) | Author | Files | Lines |
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http://opensimulator.org/mantis/view.php?id=4536
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which called IsInTransit=true which called m_inTransit=true. Also removed NotInTransit().
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private sets when needed. Removed redundant code when methods replicated what the set already does
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depending on the first two digits of the asset id.
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This should fix recent issues with 3rd party apps that use the
old interface w/o breaking the new one.
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in the main Scene.Update() loop, like the other stats
Some of the places where agentMS was added were in separate threads launched by the update loop. I don't believe this is correct, since such threads are no longer contributing to frame time.
Some of the places were also driven by client input rather than the scene loop. I don't believe it's appropriate to add this kind of stuff to scene loop stats.
These changes hopefully have the nice affect of making the broken out frame stats actually add up to the total frame time
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a single one
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with the main create user prompts
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ineviable NullReferenceException!
Also, tidy up spacing.
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Also remove some unused fields and improve naming on others.
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objects already triggers objectkill packet to client. No need to send again.
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UUID to be specified to override the randomly generated one.
This can be useful in some migration cases where recreating user accounts with known IDs will preserve region scene object ownership.
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handlers for attachments to call public interface and rearranged module file into sections
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converted back and forth between ScenePresence and IClientAPI. More to be done still.
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http://opensimulator.org/mantis/view.php?id=3036
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rather than ""
As per http://wiki.secondlife.com/wiki/LlGetTexture
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the inventory name rather than the asset UUID
This is as per http://wiki.secondlife.com/wiki/LlGetTexture
Applied patch in http://opensimulator.org/mantis/view.php?id=4552 with an additional break statement if an inventory item is found to exit early.
Thanks Michelle Argus!
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This appears to be code clutter since the code that uses this has long gone.
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SP still has an implementation but this is now just a public method on SP rather than an abstract one in EntityBase.
No point making the code more complex until it actually needs to be,
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This module is more than 2 years old and at least some of the 'example' code it gives is now misleading.
Even the logs say it say some bits were broken where it was put in!
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when an avatar sits on a prim, we get now his key & name ;-)
http://opensimulator.org/mantis/view.php?id=4476
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Applies patch in http://opensimulator.org/mantis/view.php?id=5686
Thanks Michelle Argus!
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AvatarFactoryModule.Initialize()
This is never null
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allow attachments to be temporarily turned off.
This is for debugging purposes. Defaults to Attachments Enabled
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http://wiki.secondlife.com/wiki/LlAvatarOnLinkSitTarget
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any issues with float serialization with machines set to non en_US locales.
Doing this to see if addresses inventory object deserialization problems in http://opensimulator.org/mantis/view.php?id=5708, though if it does I'm really surprised not to have seen it before now.
Really need to go through and systematically set the culture for every timer and change all BeginInvoke calls to FireAndForget instead.
But don't want to do something like that this close to a release.
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are only sent to affected clients.
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This was a bizarre relic of a bygone age that had no implementations.
If you're using and want to clear the flotsam asset cache then please use the existing "fcache clear" command
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The method LoadRegionsPlugin.LoadRegionFromConfig was no longer being referenced from anywhere, so I removed it. It's function has apparently been taken on by the PostInitialise of that module.
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to start up with no regions configured.
I added the boolean config setting "allow_regionless", defaulting to false. If set to true, opensim will start up ok if no region configurations are found in the specified region_info_source. It will not ask the user to create a region.
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in via hypergrid.
If a user account isn't available, this just passes on the name given by the agent instead.
I'm not sure this is particularly useful since I believe that agent names could be faked in this context - it might be no more useful than a viewer agent string.
In fact, there might even be an argument that passing on this name provides a false expectation of authenticity. However, I will apply for now.
Patch applied from http://opensimulator.org/mantis/view.php?id=5696
Thanks Michelle Argus.
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When a slider parameter is changed, the viewer uploads a new shape (or other asset) and the item is updated to point to it.
Viewer 1 uploaded the data in the initial request itself, so the asset references was almost always correctly updated.
However, viewer 3/2 always uploads data in a subsequent xfer, which exposed a race condition where the viewer would make the item update before the asset had uploaded.
This commit shuffles the order of operations to avoid this race, the item is updated with the new asset id instead of the old one while the upload was still taking place.
A second race had to be fixed where avatar appearance would also be updated with the old asset id rather than the new one.
This was fixed by updating the avatar appearance ids when the appearance was actually saved, rather than when the wearables update was made.
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in neighbouring sims) with HG lure active
It turns out that the HG lure module was setting up a pending lure when it intercepted the instant message on its way out to the target avatar.
However, an IM would only be sent if the user was remote, so it would not be set up for users on the same sim or in an immediate neighbour.
We fix this by adding the pending lure when the message goes out and ignoring a duplicate pending lure add if it goes to out via IM.
Hopefully addresses http://opensimulator.org/mantis/view.php?id=5690
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This is moved into ScenePresence for now as a general facility
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used by Autopilot coming from the client side.
I thought that I had implemented this but must have accidentally removed it.
Adds a regression test to detect if this happens again.
Temporarily disables automatic landing of NPC at a target. Will be fixed presently.
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This stops the npc walking backwards if the target is directly behind.
This means that the npc no longer returns to its original rotation once movement has finished.
If you want this behaviour, please store and reset the original rotation after movement.
This is somewhat to address http://opensimulator.org/mantis/view.php?id=5678
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