| Commit message (Collapse) | Author | Age | Files | Lines |
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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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initialized scene presence. Not sure why we are dumping updates
to a client that isn't there yet...
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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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InventoryAccessModule.
Continue to restore original absolute positions of stored scene objects, though it's possible that these aren't used again
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bounding box and offset numbers.
Extend test to check position of objects in the rezzed coalescence.
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CoalescedSceneObjects from the serializer.
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as the item.
This now only happens for the first object (which was the item selected last when the coalesce was originally taken)
This matches the expected behaviour of the environment as seen on the Linden Labs grid.
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used by the TestRezCoalescedObject() regression test.
This structure matches the existing one for SceneObjects and will allow code to be reused by the uuid gatherer, other tests, etc.
Test is not yet fully implemented due to a bug in rezzing coalesced objects where they all get the same name as the item.
Only one object should get the same name as the item, which appears to be the one selected last when the the objects were coalesced in the first place.
This bug will be addressed shortly.
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inventory
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OpenSim.Framework -- just pasted them in WebUtil. This is so that code that uses the Service connectors don't need to include the HttpServer dll -- that was odd.
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now, only saves to .png.
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queuetest
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This allows the root prim, alone or in a set, to send it's
rotation. This fixes unsitting the avatar on sit-offsest
type teleports where the sit target is in the root prim of
a linkset.
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This reverts commit b492f1ce99d27bcf29eb5805564c8778aa4df748.
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Made FireAndForgetWrapper a singleton class to allow us to drop
dependancy on the BclExtras35 library. BclExtras is broken in
Mono 2.8.2 and we used the library in only one function.
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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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RayEndIsIntersection byte
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rotation it was stored with.
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