| Commit message (Collapse) | Author | Age | Files | Lines |
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instead of blank if no content type was set.
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where this wasn't already used.
This allows log level 5 (log sample or large part of incoming post data) to operate and removes copy/paste.
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Conflicts:
OpenSim/Framework/LandData.cs
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hardcoded approach disabled the use of non-core dwell tracking modules.
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http://opensimulator.org/mantis/view.php?id=6370
Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
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(implementation of dwell-value in LandData + eventhandler, return always 0); source-formatting of LandData
Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
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OdePrim.BadMeshAssetCollideBits that monodevelop inserted automatically
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Fix spelling of collide, change to more self-documenting property BadMeshAssetCollideBits, add method doc, change to private to reduce code analysis complexity
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Add support for V2/3 CLICK_ACTION_ZOOM to llSetClickAction
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which is what it is.
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only so that we can add ms it takes to send.
This is chiefly to assess how long it may still take to send messages to such filtered groups.
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call for all friends rather than one for each friend.
However, large groups could still take a very long time since we still need to message each avatar on different simulators.
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groups.
This retrieves and caches information from the PresenceService to only send messages to online users.
This is reported to much improve performance for large groups where most users are offline.
Cache is 20 seconds to balance requests against users not receiving messages until cache updates.
This is an alternative to an approach where login/logout notification is sent directly from simulator to groups service.
However, I'm not convinced that this PresenceService approach is actually better. Needs more thought.
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handling.
Refactor some names to make them available for the asset tracking and fetching.
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Various tweekings to avatar shape/mass/inertia/etc.
Remove change from avatar radius to diameter. But still the avatar sinks.
Collision_end now happens immediately rather than at the next subscription time.
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Change character scaling to represent size of capsule (diameter rather than radius)
Modify create capsule call to pass radius and height.
Eliminate errors when calculating shape inertia (should have some type checking).
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Add new function to ParameterDefn for calling BulletSimAPI to set values.
Tweaking to BSCharacter parameter setting to try and have avatars stand.
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initialized and setting of C++ parameters commented out. Comments and logging added.
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Add capsule shape to BSShapeCollection().
Remember last updated values so inter frame diffs can be computed.
Parameterize avatarStandingFriction and reduce to 10 from 999.
The latter high value made avatars very hard to push.
Set CCD parameters for prims and characters of specified.
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This allows one to turn on super-verbose groups debug logging on and off whilst the region is in operation.
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show" report
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Signed-off-by: Melanie <melanie@t-data.com>
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rather lengthy for a "summary".
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the defaul basic box so they don't go off world.
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part contains
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assets behave like phantom by Nebadon request
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ConsoleDisplayList
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region console commands
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of an object, not just whole object summary information.
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now
Signed-off-by: Melanie <melanie@t-data.com>
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Signed-off-by: Melanie <melanie@t-data.com>
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Signed-off-by: Melanie <melanie@t-data.com>
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