| Commit message (Collapse) | Author | Age | Files | Lines |
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Conflicts:
OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
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into RezSingleAttachmentFromInventory from RezSingleAttachmentFromInventoryInternal() done in commit 023faa2
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Conflicts:
OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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rather than actually attached objects
By checking against the grid's Avatar data, we can ignore viewer side attachments but still initiate these calls simulator-side.
Initiating simulator-side is always necessary for version 1 viewers.
This is a further commit to resolve http://opensimulator.org/mantis/view.php?id=6581
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Conflicts:
OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
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scripts in attachments.
This was because the script resumption in AttachmentsModule was firing the attach event instead.
Had to reinstate the code in 285bd3a do we can resume the scripts there instead, though the bug existed before its removal.
This is to resolve http://opensimulator.org/mantis/view.php?id=6578
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now that we're telepoting in a different way."
Unfortunately fails on Nebadon's system right now. Needs investigation. May put in a temproary option for experimentation soon.
This reverts commit d87ddf50fcd674fbd9aa8b8556bf57f2d285a3ba.
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part" and other related console commands
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that we're telepoting in a different way.
On my own system, I can now eliminate the pause entirely and the reteleport happens whilst the teleport screen is still up.
Trying this change to see if this is true for other people.
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Conflicts:
OpenSim/Region/Framework/Scenes/ScenePresence.cs
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ScenePresence.MakeRootAgent(), since this is already done in AttachmentsModule
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Conflicts:
OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs
OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
OpenSim/Region/OptionalModules/Avatar/Attachments/TempAttachmentsModule.cs
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teleporting between regions.
This appears to resolve issues on teleport where attachments disappear or become labelled as invalid within user inventory.
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Conflicts:
OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
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logging to be switched on and off.
Default is off.
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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.
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attachment code when created.
Regression from previous commit c2093ccc. Failed because NPCs don't set the ViaLogin flag
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Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/Framework/Scenes/ScenePresence.cs
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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.
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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.
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Conflicts:
OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs
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if module was enabled.
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region is removed rather than base.AddRegion()
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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.
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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.
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this fixes issues where second megaregion auto-teleport hangs on black teleport screen when HG is active.
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For debugging purposes.
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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.
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This allows one to retrieve information about agents from a particular region (name, id, position, etc.)
Similar to output from "show users"
See http://opensimulator.org/wiki/Remoteadmin:admin_get_agents for more details
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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.
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