| Commit message (Collapse) | Author | Age | Files | Lines |
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Known issue: after TP, the self client doesn't see the animations going, but others can see them. So there's a bug there (TPs only, crossings seem to be all fine).
Untested: did not test animation overriders; only tested playing animations from the viewer.
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which still don't have the new appearance management code.
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outdated by migrations 6 months ago.
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* Reload doesn't currently obey structure information
* Not yet ready for use
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- adding watchdog timer async web request
- making broker update timeout configurable
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more than once
* Also remove a duplicate write archive call in the unit test which might be causing test failures for people using mono 2.2 (though not 1.9.1, it would seem)
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file in the saved archive
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* This enables parsing of xml files and files obtained via http for the -inimaster option as well as -inifile
* Thanks StrawberryFride!
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this doesn't allow one to accidentally forget to reset the event
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AutoResetEvent docs
* Hopefully this will reduce the spike in build failures seen in the past few days (since I introduced an addition oar test)
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* Moves llEmail() delay to after e-mail send rather than before, in line with SL
* Thanks DoranZemlja
* Last build failure looks like a glitch, but one that has already happened twice recently which I need to look at
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* This slightly extends a lock in WorldCommModule so that it covers the GetNewHandle method which states in it's doc that it assumes locking has happened before the method is
called
* Thanks DoranZemlja
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* Clamps textured map rgb values to 0-255
* Thanks DoranZemlja
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* This is done on the inventory archiver module directly rather than Scene.EventManager - the module seems the more appropriate location
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into the Util project
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and dropped nonths ago, because it is required to get smooth region
crossings with AO running. Without it, in some corner cases, anims will
continue to run in an unstoppable state.
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happen: "[PHYSICS]: trying to change capsule size, but the following ODE data is missing - Shell Body Amotor". That warning occurred in MakeRoot, because of the call to SetSize, immediately after making the avie physical.
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properties as before
- prefix private variables with m_ in AssetBase.cs
- related to Mantis #3122, as mentioned in
https://lists.berlios.de/pipermail/opensim-dev/2009-February/005088.html
- all services will likely need to be upgraded after this commit
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user service/server. Appearance is now sent by the user service/server along with all other loginparams. Regions don't query the user service for appearance anymore. The appearance is passed along from region to region as the avie moves around. And, as before, it's stored back with the user service as the client changes the avie's appearance. Child agents have default appearances that are set to the actual appearance when the avie moves to that region. (as before, child agents are invisible and non-physical).
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This changeset fixes a rather nasty script compile bug that manifests
itself under heavy load.
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* Adds estate access list supports to NHibernate data module
* Thanks Tommil
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* This is always available at Scene.CommsManager.AssetCache
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* Corrects behaviour of llListSort()
* Thanks DoranZemlja!
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loading and saving
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The change makes two principal implementation changes:
[1] It removes the hard coded set of possible asset server client
implementations, allowing any arbitrary implementation that has been
identified to the PluginLoader as an appropriate extension. The
extension point for asset server client extension
is /OpenSim/AssetServerClient. All of the old configuration rules have
been preserved, and any of the legacy configuration values will still
work as they did before, except the implementation is now loaded as a
plug-in, rather than as a hard-coded instantiation of a specific class.
The re-hashing of IAssetServer as an extension of IPlugin made upgrading
of the implementation classes a necessity.
Caveat: I have not been able to meaningfully test the crypto-grid
clients. I believe they should work correctly, but the refactoring
necessary to handle plug-in based initialization (vs constructor-based
initialisation) admits the possibility of a problem.
[2] The asset cache implementation, previously introduce as a hard-code
class instantiation is now implemented as an IPlugin. Once again the
previous (configurationless) behavior has been preserved. But now it is
possible for those interested in experimenting with cache technologies
to do so simply by introducing a new extension for the asset cache
extension point (/OpenSim/AssetCache).
I've tested all of the configuration settings, after applying the patch
to a newly extracted tree, and they seem to work OK.
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AssetInventoryServer with the standard OpenSim license header
- add note about Cable Beach to CONTRIBUTORS.txt
- clean up AssetInventoryServer.ini.example
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AssetInventoryServer
- assign shorter names to each AssetInventory plugin
- modify AssetInventoryServer.ini.example file so it works out of the
box
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OpenSim.Framework.AssetMetadata and related updates in AssetInventory
server
- removed dependency on MySql.Data.MySqlClient
- commented out the bulk of OpenSimInventoryStorage due to missing
MySql.Data dependency
- refactor asset creation in OpenSimAssetFrontend
- commented out ForEach implementation, which also depended on
MySql.Data, until it's supported by OpenSim backends
- commented out some handlers in BrowseFrontend and ReferenceFrontend as
they relied on either ForEach or the removed Metadata class
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- comment out a bunch of stuff in OpenSimInventoryFrontendPlugin.cs to
get rid of warnings
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OpenSim.Data.*.addin.xml, this is cruft left over from previous
testing
- fix example SQLite connection string in
AssetInventoryServer.ini.example
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- convert AssetInventoryServer logging to OpenSim's log4net
- updated AssetInventoryServer.ini.example file
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- bring config system in line with other servers
- add new plugin filter class which filters on ID
- update AssetInventoryServer.ini file
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- start of removal of AssetInventoryServer.Metadata class
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console and HttpServer. It doesn't work though.
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