| Commit message (Collapse) | Author | Age | Files | Lines |
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the Agent Preferences feature will not work with PGSQL installations -- someone who uses PGSQL needs to send a table that works.
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varchar(36), to be consistent with the otehr pgsql tables. Since the first commit on this was yesterday, there's no migration; instead, the version starts at 2. If anyone created the table yesterday, it will be dropped and recreated.
WARNING: untested. (I don't use pg)
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It says that code is for debugging, but it was buggy.
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simply calling the base ones.
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llsd map instead of an empty llsd block when no AgentPrefs service is available to try and appease Firestorm
Signed-off-by: Diva Canto <diva@metaverseink.com>
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Signed-off-by: Diva Canto <diva@metaverseink.com>
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Signed-off-by: Diva Canto <diva@metaverseink.com>
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Signed-off-by: Diva Canto <diva@metaverseink.com>
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Signed-off-by: Diva Canto <diva@metaverseink.com>
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config for standalone.
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opensim way.
Signed-off-by: Diva Canto <diva@metaverseink.com>
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Signed-off-by: Diva Canto <diva@metaverseink.com>
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(UpdateAgentLanguage and UpdateAgentInformation) and Mantis #7157
Signed-off-by: Diva Canto <diva@metaverseink.com>
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disabling terrain patch sending by view distance for legacy sized regions.
The problem seems to be that people expect adjacent legacy sized regions
to just display like they always have. Limiting displayed terrain is
complicated by the camera position not being updated in child regions.
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GridUserService running on the same process. Only one registers them now.
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Signed-off-by: Diva Canto <diva@metaverseink.com>
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doesn't get awfully out of sync with the improvements I'm making to the robust service connectors, which are being fully leveraged by the simulator. This Simian connector needs more love...
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- Increase the inventory cache timeout to 20 secs, so that the items will still be there when they are needed by the sim for rezzing
- Before rezzing attachs, make a call to GetMultipleItems so to fetch them all at the same time
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out that rezzing the attachments is necessary in modern viewers too. Proof: commenting the lines below the comment results in no attachments seen in the avatar.
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exception. Thanks for the line numbers in the exception trace.
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XML. It doesn't (can't) fix the cause.
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just that the HG client was trying to fetch folders that aren't in the Suitcase, so that fails. This should make the warning message go away in that situation. (fetching those folders will still fail, because they aren't available over HG)
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of cached/non-cached/existing/non-existing items
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(cache issues).
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folders. Also fixing the inventory connector GetMultipleItems, so that if everything is in the cache, it returns successfully rather than unsuccessfully.
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connector. This fixed the problem on my local test grid and generally made things faster. This cache has been needed for a while... there are many parts in the code where the sim gets an item multiple times in a short amount of time (rezzing attachs and objects, for example).
Other minor changes:
- added the scene as a parameter to the constructor od FetchInvDescHandler, so that I could see in which scene the handler was being called
- brought linked items in linked folders back to being prefetched
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folders to go in the reply of the original request. At least my tests indicate that. Pushing this out, so that others who use linked folders a lot more can verify.
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09:38:40 - [LOGHTTP]: Slow handling of 15572 POST /CAPS/b12c7e98-8261-4953-b7d1-1c414c9893fc FetchInventory2 8acfbca3-13b5-434f-898c-5f4bbe8a76ff from 92.237.199.112:60083 took 62391ms
FetchInventory itself wasn't taking advantage of the new inventory API. This commit fixes that.
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removal. Also added test to check that duplicates are being removed. The test passes. I have no idea how duplicates would not be removed, as reported in the mantis.
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seems to be a separate issue from the duplicate folders.
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just in case mono has a bug in List<T>.Find, here is the Linq equivalent of distinct-ness.
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Signed-off-by: Michael Cerquoni <nebadon2025@gmail.com>
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Signed-off-by: Diva Canto <diva@metaverseink.com>
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object is attached.
Not an ideal fix but this allows scripts such as AOs to remove animations when detached etc. The pause added does not affect other avatars or the scene in general and only pauses the avatar performing the detach for an extra 2 milliseconds.
Signed-off-by: Diva Canto <diva@metaverseink.com>
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Signed-off-by: Michael Cerquoni <nebadon2025@gmail.com>
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Signed-off-by: Michael Cerquoni <nebadon2025@gmail.com>
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Signed-off-by: Michael Cerquoni <nebadon2025@gmail.com>
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Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
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Implements recent changes to llGetEnv
region_cpu_ratio hardcoded to 1
region_product_sku hardcoded to OpenSim
Signed-off-by: Michael Cerquoni <nebadon2025@gmail.com>
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