| Commit message (Collapse) | Author | Files | Lines |
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for a little while. This was also true for local TPs. BUt for local TPs the assets are on the same server, so it doesn't matter. For HGTPs, it matters. This potential fix moves sending the initial data to later, after the client has completed the movement into the region. Fingers crossed that it doesn't mess other things up!
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about who has permission to set home where.
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Warning - contains a small migration.
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is in a region. This fixes the high CPU usage for regions with nothing
else going on.
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TestXInventoryDataPlugin
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This is causing editing of worn clothes to fail frequently, possibly due to a race condition with a transaction.
This looks to address http://opensimulator.org/mantis/view.php?id=6600
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than two.
Extend regression test to check this.
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looking in from neighbouring sims.
This was because this particular code path (unlike user delete) only sent kills to root presences, for no apparent good reason.
Added regression test for this case.
This fixes http://opensimulator.org/mantis/view.php?id=6627
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doesn't need different configuration anymore
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Adding some viwer supported url settings for destination guide and avatar picker apps. URL for the destinations should be: "secondlife:///app/teleport/slurl"
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packet can be pulled out of LLClientView and moved to
AvatarFactory. The first pass at reusing textures (turned off by
default) is included. When reusing textures, if the baked textures
from a previous login are still in the asset service (which generally
means that they are in the simulator's cache) then the avatar will not
need to rebake. This is both a performance improvement (specifically
that an avatars baked textures do not need to be sent to other users
who have the old textures cached) and a resource improvement (don't
have to deal with duplicate bakes in the asset service cache).
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Signed-off-by: Robert Adams <Robert.Adams@intel.com>
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Signed-off-by: Robert Adams <Robert.Adams@intel.com>
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Attempt to fix vehicles being twisted off the ground when they go physical.
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loose memory since shapes are shared but did mess up usage accounting.
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This adds estate-wide Teleport Home and Teleport All User Home as well
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(complete module) as changes are too extensive to apply manually
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and not world coordinates.
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angular friction computation into linear and angular movement code.
The friction wasn't being applied properly. This will make it so vehicles
don't drift as much and the drift is tunable by changing the friction
timescales.
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specifications required for simple properties with defaults.
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addition to angular movement. Not enabled by anything yet.
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meant to be called when some other program has changed the data on the backend.
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to be added earlier for some of the checks to work correctly.
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Rebuild compound linkset of any child in the linkset changes shape.
Comments and better detailed logging messages.
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after startup.
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starting scenes before others have been created.
This aims to avoid a race condition where scenes could look to inform neighbours that they were up before those neighbours had been created.
http://opensimulator.org/mantis/view.php?id=6618
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Parameter added to enable/disable this feature.
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Properly rebuilds collision caches.
Release asset data fetched when building mesh or hulls.
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the first time.
Debugging added for mesh/hull asset fetch.
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Not all working yet.
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Fix issue where objects rezzed from Trash or Lost And Found then be placed back in the respective folder when taking the object or a copy back into inventory.
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trash when takig copy.
This bug was recently aggravated through the perms changes required for the
export permission.
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2.2.3. Remove left in Console.WriteLine accidentally inserted in recent 206fb306
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SmartThreadPool code comes from http://www.codeproject.com/Articles/7933/Smart-Thread-Pool
This version implements thread abort (via WorkItem.Cancel(true)), threadpool naming, max thread stack, etc. so we no longer need to manually patch those.
However, two changes have been made to stock 2.2.3.
Major change: WorkItem.Cancel(bool abortExecution) in our version does not succeed if the work item was in progress and thread abort was not specified.
This is to match previous behaviour where we handle co-operative termination via another mechanism rather than checking WorkItem.IsCanceled.
Minor change: Did not add STP's StopWatch implementation as this is only used WinCE and Silverlight and causes a build clash with System.Diagnostics.StopWatch
The reason for updating is to see if this improves http://opensimulator.org/mantis/view.php?id=6557 and http://opensimulator.org/mantis/view.php?id=6586
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they're not in the requested caps list.
The previous wrong behavior caused the debug setting "UseHTTPInventory" to fail
on all viewers when turned off. UDB inventory would not be correctly used in
that case.
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collisions. Usually happens when logging in an avatar that had been
previously flying. Uninitialized variable.
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working yet.
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to an existing shape instance.
BSShapeNative rebuilds shape for all references.
BSShapeCompound returns another reference copy if the compound shape
already exists (for linksets).
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child prims so compound shape can do all collisions.
Don't try to build a compound linkset for non-physical linksets.
Remove and replace root body when compound shape is added so collision
cache is rebuilt.
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