| Commit message (Collapse) | Author | Age | Files | Lines |
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still quite a large amount of logging present for debug purposes.
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This should correct save all the assets required for the items within the coalesced objects in an IAR. This should also correctly gather the items on hypergrid takes.
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See http://opensimulator.org/mantis/view.php?id=5336
It turns out that viewer 2 was upset by the lack of a response to viv_watcher.php. This would send it into a continuous login loop.
Viewer 1 was quite happy to ignore the lack of response.
This commit puts in the bare minimum 'OK' message in response to viv_watcher.php. This allows viewer 2 voice to connect and appears to work.
However, at some point we need to fill out the watcher response, whatever that is.
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Thanks for the spot, Ai Austin.
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to config parameters. Clean up some log messages.
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config parameters.
Default remains true.
OpenSimDefault.ini changed so if you haven't overriden this switch then you don't need to do anything.
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There are no changes in this bump, they just signal a point at which the control file comes first in the archive.
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This commit contains no data changes - the version bump is to establish a version at which the control file must come first in the archive.
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inventory
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DeleteToInventory() is misleading - it is the caller that decides whether to delete or not
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This addresses http://opensimulator.org/mantis/view.php?id=5441
The bug was due to a pre-existing mistake in creating the inventory stored position
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this appears to cause problems with the system timer resolution.
This caused a problem with tokens going into the root throttle as
bursts leading to some starvation.
Also changed EnqueueOutgoing to always queue a packet if there
are already packets in the queue. Ensures consistent ordering
of packet sends.
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Conflicts:
OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
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types of property updates to be specified. Not sure if one form
of property update should supercede another. But for now the old
OpenSim behavior is preserved by sending both.
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to the entity update queue. The number of property packets can
become significant when selecting/deselecting large numbers of
objects.
This is experimental code.
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when client and simulator throttles are set. This algorithm also uses
pre-defined burst rate of 150% of the sustained rate for each of the
throttles.
Removed the "state" queue. The state queue is not a Linden queue and
appeared to be used just to get kill packets sent.
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queuetest
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types of property updates to be specified. Not sure if one form
of property update should supercede another. But for now the old
OpenSim behavior is preserved by sending both.
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to the entity update queue. The number of property packets can
become significant when selecting/deselecting large numbers of
objects.
This is experimental code.
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when client and simulator throttles are set. This algorithm also uses
pre-defined burst rate of 150% of the sustained rate for each of the
throttles.
Removed the "state" queue. The state queue is not a Linden queue and
appeared to be used just to get kill packets sent.
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types of property updates to be specified. Not sure if one form
of property update should supercede another. But for now the old
OpenSim behavior is preserved by sending both.
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to the entity update queue. The number of property packets can
become significant when selecting/deselecting large numbers of
objects.
This is experimental code.
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when client and simulator throttles are set. This algorithm also uses
pre-defined burst rate of 150% of the sustained rate for each of the
throttles.
Removed the "state" queue. The state queue is not a Linden queue and
appeared to be used just to get kill packets sent.
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are coalesced to inventory
This is the CoalesceMultipleObjectsToInventory setting in [Inventory] in OpenSimDefaults.ini
Default is true.
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