| Commit message (Collapse) | Author | Age | Files | Lines |
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This only happens if access time is older than 30 days currently, in order to reduce database updates.
The idea is to give some idea of assets which haven't been accessed for a very, very long time.
These might conceivably be deleteable, though this will be a risk due to caching at other points in the chain.
This is actually currently much less useable on the xasset service since access time is on metadata rather than the data itself.
And many metadata entries may point to the same data. Probably need to address this.
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other Get methods
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requested.
This shrinks the asset database over time as duplicate assets are fetched.
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an exception if the asset did not exist.
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VehicleOrientation application fixing the problem with the vertical attractor pushing vehicles nose first into ground when tilted on side.
Signed-off-by: Robert Adams <Robert.Adams@intel.com>
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Clean up some parameter code in Statistics.Binary.
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de-duplicating XAssetService.
This makes it possible to use the dedupliicating service without needing to migrate all the existing asset data beforehand.
Currently controlled by a ChainedServiceModule setting in [AssetService] (e.g. ChainedServiceModule = "OpenSim.Services.AssetService.dll:AssetService")
Not yet ready for use.
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by DAExampleModule when instantiating a dynamc object.
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necessary to get attributes to save (though this probably happens anyway due to the prim move)
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GetLinkEntity() method
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simulator logs, for debug purposes
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is not in the scene.
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osNpcGetRot()
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misidentified for moving prims.
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having to continually take intermediate Vector3s to avoid race conditions
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input to GetLandObject()
This conforms to the existing ILandChannel.ParcelsNearPoint() method
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could be returned for a rotating camera
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could be returned for a moving camera
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be misidentified for a moving prim
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PRIM_SIZE and PRIM_ROT_LOCAL
This function is used by all the various ll*Params() and os*Params() functions
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whilst the function was called.
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Conflicts:
OpenSim/Region/Framework/Scenes/ScenePresence.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
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could be returned for moving prims
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llAddToLandPassList(), llSetParcelMusicURL() and llGetParcelMusicURL() for moving prims
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one.
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llTeleportAgentGlobalCoords(), llEjectFromLand() and llOverMyLand() where the wrong parcel could be identified for very fast moving avatars.
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co-ordinates could be given for a fast moving prim
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returned (accidentally stated that commit 1774c631 was this fix).
Commit 1774c631 was actually a fix for a similar minor race condition in llGetAccel()
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changing angular velocity could return inconsistent results
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be returned if the prim was rotating during the call
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LSL_Api.GetPartRot()
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the world rotation if the avatar to which they are attached is sitting
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This addresses http://opensimulator.org/mantis/view.php?id=6567
This creates a ScenePresence.GetWorldRotation() with the same semantics as SOP.GetWorldRotation()
SP.Rotation can't be used since it's relative to the sat upon prim if the avatar is sitting.
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conditions with a serialization thread.
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this is being done lazily
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This allows region modules to add dynamic objects to SOPs rather than having to continually push and pull OSD dynamic attributes.
This is to explore the original MOAP use case for dynamic attributes where it could be very awkward and possibly time-consuming to keep reconstructing MediaEntrys from stored DynamicAttributes.
This commit adds a DOExampleModule to demonstrate/evolve this code.
Dynamic objects involve no storage or persistence changes - the 'backing store' for any data that does need to be saved will remain the DAMap.
DOExampleModule in this commit only attaches a fresh dynamic object. Actually constructing this from stored dynamic attributes and handling persistence is left for later.
These changes should affect no existing functionality, though it may or may not reveal necessary changes in DAMap down the road.
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