| Commit message (Collapse) | Author | Age | Files | Lines |
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This reverts commit 1842388bb4dcf5ecd57732ffa877b6ca1a3dec7b.
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to reduce mesh asset decoding failures
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Conflicts:
OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
OpenSim/Region/Framework/Scenes/ScenePresence.cs
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changed only by admin in backend.
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http://opensimulator.org/mantis/view.php?id=6868
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magic numbers
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Resolves http://opensimulator.org/mantis/view.php?id=6857
This prevents the inventory service complaining later about an attempt to change an invariant
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x/y rot before sending agent updates, instead of before any agent update processing
It turns out that the x/y rot data in mouselook is needed to implement this and to push the avatar against the ground if walking in mouselook.
Doing this in the terse send so that we preserve mouselook rotation information
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Fixes http://opensimulator.org/mantis/view.php?id=3274
When not in mouselook, avatar only sends rotations around the Z plane (since that's the only way an avatar can rotate).
However, in mouselook it also sends X and Y information. But sending X and Y in terse updates causes issues with wrong camera movement in mouselook.
So strip out X and Y components for now. If this is an issue, then could strip out before sending avatar terse update, though this generates more cpu work.
Thanks to mirceakitsune for suggesting an initial fix
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for slow walk/run in 4cfe02a rather than the magic number
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only set true once and never reset
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AGENT_CONTROL_STOP is specified to SP.HandleAgentUpdate if the user holds down the space bar on a viewer.
For a stopped avatar, this prevents fly or walk/run (though not rotate) until released.
For a walking/running avatar, this reduces movement to half speed.
For a flying avatar, this stops the avatar.
These are observed behaviours on the LL grid - there was no previous OpenSimulator implementation
This commit introduces an optional parameter to SP.AddNewMovement(), which means that it will no longer compile on .NET 3.5 or earlier versions of Mono than 2.8
Currently, this does not work for jumping, and if used whilst flying the avatar continues the fly animation even though it does not move
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rather than a byte
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Vector3.Zero
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This was due to the PhysicsActor no longer being recreated on stand from ground.
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sitting
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not any specified avatar rotation as well.
Don't translate root prim position by avatar rotation.
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explicitly specified
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land_collision_end lsl events
Wrong number of parmeters now generates syntax error on compile, as seen on LL grid
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the RegionReady module to be warn so that the message will show up in the
log for simulators running in a more production mode (knowing when logins
are functional is useful).
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of rotation and center can be optionally overridden in the command line
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but not for foliage, don't know why. Also doesn't work on terrain. Successive use of this command will likely introduce floating point error accumulation. Back up your region before using it :)
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http://opensimulator.org/mantis/view.php?id=6865
Signed-off-by: Michael Cerquoni <nebadon2025@gmail.com>
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Conflicts:
.gitignore
OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs
OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
prebuild.xml
runprebuild.bat
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to wrong position in third-person and mouselook"
Reverting to place on separate branch
This reverts commit ff4e7de7769b7eaa1b4fd3917e59f362b708226a.
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Reverting to place on new branch
This reverts commit ed1029712a85206430fee1d4897d473517728dab.
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is Vector3.Zero"
This reverts commit 9bdd3dc7de46507b490a2eae5160123a28133d63.
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been specified as well."
Revert to place on separate branch for now
This reverts commit 70e651a8d1d0c2a48c4f26cd1c70bee098c11a57.
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targets."
This reverts commit 78649eb0999a5f97cc541c94ec98d1d06ed957cb.
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Reverting for now to place on separate branch
This reverts commit 65304260af283211443a2872c46f6609d3e45649.
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regionwindlight table, raising PrimaryKey violation;
Signed-off-by: Fernando Oliveira <fernando@oliveira.eti.br>
Signed-off-by: Michael Cerquoni <nebadon2025@gmail.com>
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Need to take into account rotation of linked prim now that we are always specifying sits wrt the root prim
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I forgot that m_post is being set inconsistently between non-explicit and explicit ragets
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specified as well.
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Original commit is ff4e7de7
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Vector3.Zero
As far as I can see it's valid to change the eye offset even if you aren't changing the at target.
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TestRepeatSameDrawContainingImageReusingTexture() and TestRepeatSameDrawContainingImage() if localhost has a webserver set up.
Use 0.0.0.0 instead of localhost
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