| Commit message (Collapse) | Author | Age | Files | Lines |
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MODULE] strings, though all these are currently commented out anyway
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console scene(s)
This includes prim count, script count, avatar count, etc.
Information is currently the same as "show stats", though show stats can only show one scene at a time because it listens for the latest outgoing stats packet (a bad approach that needs to change).
Might be better to tie this module into the other stats module to display arbitrary stats rather than fetching directly from scene.SimStatsReporter.
Console command is "show scene" because "show region" already exists for the grid service, which is unfortunate.
Might need to make a distinction between "scene" relating to a live scene and "region" relating to more static region data (url, coords, etc.)
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ConsoleDisplayTableRow and ConsoleDisplayTableColumn
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list form.
Convert "show region" to use this structure rather than hand-constructing
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AddRegion()
The reference is not guaranteed to be there when AddRegion() is called but will definitely be present at RegionLoaded() if it's going to be present at all.
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llAttachToAvatar() or osForceAttachToAvatar() would wrongly have next permissions come into play when they detached that object and rezzed it in scene.
This is because the attachments module code was setting the 'object slam' bit by using PermissionMask.All
Solution here is to route the attachment item creation call through the existing inventory code in BasicInventoryAccessModule rather than copy/pasted code in AttachmentsModule itself.
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This is to eliminate possible race conditions if two teleport calls are made concurrently, where at least one is a local teleport.
This is pretty much impossible on a manual user teleport but can happen on script-invoked teleports.
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Outfit folders are a type of system folder whose details are allowed to change.
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saved) will have a size larger than 256x256
Not yet read. Do not rely on this information yet, it may change.
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rather than copy/pasting the necessary calculations in lots of places.
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so that it's easy to tell whether they refer to the root region connection or a new region connection
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root region of a megaregion relative to an added region
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of over-inflated.
This was previously over-inflated because adding a region to the NE of the root region resulted in double counting of regions already added.
An accurate extent will also be necessary for other purposes.
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Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/RegionCombinerModule/RegionCombinerModule.cs
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more than one megaregion in a simulator, separated by water.
Rename IsRootRegion() to IsRootForMegaregion()
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for the tip.
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future use. Please do not rely on this remaining here.
An adaptation of part of Garmin's patch from http://opensimulator.org/mantis/view.php?id=5975, thanks!
Flag only written if the SW corner OAR is saved - this is the only one that captures object data presently (though not land or terrain data).
This adds an IRegionCombinerModule interface and the necessary methods on RegionCombinerModule
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Setting to allow use of landmarks to override telehub routing. Default is off.
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saved if there are no previous outfits
This was because AddFolder() was disallowing these though they are legal.
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Refactor: eq message logging into common method.
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logging
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some local variables in line with code conventions. Add commented out EQG log lines for future use.
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unsubscribe from collisions, in order to avoid a race condition.
Since this is done directly from ScenePresence, it can lead to a race condition with the simulator loop.
There's no real point doing it anyway since the clear will be done very shortly afterwards by the simulate loop and either there are no events (for a new avatar) or events don't matter (for a departing avatar).
This matches existing behaviour in OdePrim
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agents
From sl docs such as http://community.secondlife.com/t5/English-Knowledge-Base/Managing-Private-Regions/ta-p/700115
agent should apply to avatars only.
This makes sense from a user perspective, and also from a code perspective since child agents with no physics or actions take up a fraction of root agent resources.
As such, the check is now only performed in Scene.QueryAccess() - cross and teleport check this before allowing an agent to translocate.
This also removes an off-by-one error that could occur in certain circumstances on teleport when a new child agent was double counted when a pre-teleport agent update was performed.
This does not affect an existing bug where limits or other QueryAccess() checks are not applied to avatars logging directly into a region.
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sent. Use the safer lower max packet size defined in os source (600) and not OMV one (1100).
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without using the detailed collision position. (current error will be half max physical prim size). Moved some checks from sop to collisionSound code
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volumedetect collision
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sec per part ???
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sounds with llCollisionSound("",...). UUID.Zero means defaults should be used. In case part has several scripts with confliting llCollisionSound result depende on exec order. Specially on reset the efect of "" depends on reset order, it should override the others. This is intermediate improve(?) since collisions sounds seem to need a deaper revision.
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