| Commit message (Collapse) | Author | Age | Files | Lines |
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deprioritizes
static prims, creating a hierarchy as follows:
0 == own avatar < other avatars < pysical prims < static prims
For a child agent, simply acts like FrontBack
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update priority policy
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Prioritizer.cs
* Simplified the interest management code to make it easier to add new policies. Prioritization and reprioritization share code paths now
* Improved the distance and front back policies to always give your avatar the highest priority
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isn't, really
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scene with that uuid fails
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improve test to retrieve object by known uuid rather than dynamically assigned local id
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successfully adding an object rather than true, in defiance of its method documentation
This meant that the returns were inconsistent - false would be returned both for various scene object failure conditions (e.g. root part was null) and if the object was successfully added.
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reused in both tests and oar code
reduction in checking is outweighed by greater test clarity
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some older content
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* Replaced the per-avatar seen update tracking with update flag combining, to avoid overwriting full updates with terse updates
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files. Restored Presence table to its taboo-breaking form.
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detection from Robust connector. Fixed Simian to continue to send those location updates upon parcel crossing, without changing the interface.
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unless we were asked to
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will want to track position against sessionID instead of userID
* Updated SimianPresenceServiceConnector to use the new LoggedOut/SetHome/etc methods and only update session position on parcel crossing
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slimupdates2
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now only be for simultaneous add/removes of scene presences from the scene.
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slimupdates2
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joins parcels in an area, osParcelSubdivide splits parcels in an area, osParcelSetDetails sets parcel name, description, owner and group owner. Join and Subdivide methods in LandChannel are exposed.
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working)
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original behavior of avatar update sending and has a simplified set of IClientAPI methods for sending avatar/prim updates
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was less efficient.
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Contains a migration.
SQLite: May contain nuts.
The SQLite migration copies the entire asset table. Be prepared for quite a wait. Don't interrupt it. Back up your assets db.
BasicAssetTest checks CreatorID storage, new test for weird CreatorID
(now also checks that non-GUID or empty CreatorID gets stored correctly)
Signed-off-by: Melanie <melanie@t-data.com>
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The asset type wasn't in the list of "DontScramble" fields,
so the test assets were stored with randomized type, which
caused exception on reading them.
Also the scrambler was moved from local var to the class level,
so it could be used in the new tests I've added (see the next commit).
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Throwing an Ex. with SQL command in the message looks weird,
this is a bit better, but I'm still not sure if that's the
proper way to handle. Also, there is a catch one level up,
so is this one necessary?
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Change migration error reporting to not truncate the statement when
reporting. It's a bit messier than the old error reporting, but at least
one gets an idea of what could be wrong again. And things look a lot
neater now.
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prevented the full message from displaying.
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migrations to continue in the face of an error
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This reverts commit 167db502593de5f535d8c322005c63ef263940ed.
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This fixes some type conversion bugs and also makes the estate lists
work properly for MSSQL. Strawberry, please check this.
Signed-off-by: Melanie <melanie@t-data.com>
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Revert "Revert "Looks like the new files were never added to prebuild.xml""
This reverts commit f253758c2e4e30c8e09f23135d79765c70198802.
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Another stab at the tests
Signed-off-by: Melanie <melanie@t-data.com>
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This was needed if we want to update to the latest MySQL
connector dll. It automatically converts CHAR(36) to
Guids, so getting them as strings no longer works.
By using DBGuid.FromDB(), we unlink from any particular
storage format of GUIDs, could even make them BINARY(16)
if we like.
Actually not all MySql units are touched, but the remaining ones don't
seem to be affected (they don't read GUIDs from DB)
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