| Commit message (Collapse) | Author | Age | Files | Lines |
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addition to termination on wait.
This involves inserting opensim_reserved_CheckForCoopTermination() calls in lsl -> c# translation at any place where the script could be in a loop with no wait calls.
These places are for, while, do-while, label, user function call and manual event function call.
Call goes through to an XEngineScriptBase which extends ScriptBase.
IEngine is extended to supply necessary engine-specific parent class references and constructor parameters to Compiler.
Unfortunately, since XEngineScriptBase has to be passed WaitHandle in its constructor, older compiled scripts will fail to load with an error on the OpenSim console.
Such scripts will need to be recompiled, either by removing all *.dll files from the bin/ScriptEngines/<region-id> or by setting DeleteScriptsOnStartup = true in [XEngine] for one run.
Automatic recompilation may be implemented in a later commit.
This feature should not yet be used, default remains termination with Thread.Abort() which will work as normal once scripts are recompiled.
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make llGiveMoney async so the script thread is not held up waiting for comms
to an external server.
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make the function async so the script thread is not held up waiting for comms
to an external server.
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to prevent avatars being locked into their sim on a failed teleport.
May have side effects and must be revisited to fix right.
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list of preferred formats, though, technically, the sim would pick the first provided format the old way). This just makes it more obvious what's happening.
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threads"
This reverts commit 461ecd7cf9edebce45ab715901a7f3b02c216e7b.
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on missing textures. It was just waiting and no event was being provided. This re-enables the 404 response.
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isn't an actual asset UUID, then try to load it like an asset id first, then try to load it as a task inventoryitem name. If the passed UUID is a string, try to load it like a task inventory item name.
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Adding additional return status for JsonRpcMethod. Now returns true/false
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careminster
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Conflicts:
OpenSim/Framework/ThrottleOutPacketType.cs
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
OpenSim/Region/CoreModules/Avatar/Groups/GroupsModule.cs
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avatar fields from the bake data. No more auto rebaking on teleport assuming your wearables, bakes and cache are consistent.
* Speeds up appearance sending.. since there's nothing to wait for.
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Adds a DoubleLocklessQueue and uses it for the outgoing buckets. Added
a flag value to the Throttle Type (again) because although it's hacky, it's
the best of a bad bunch to get the message through the UDP stack to where it's
needed.
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This reverts commit 4d92c6b39f3ebb7a27517493b66d097d9d9d23dd.
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removed by intel folks (?)( should it be used or removed ??)
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AvatarAppearance.VPElement so it can be easily looked up in code/module
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Conflicts:
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
OpenSim/Region/Physics/BulletSNPlugin/BSShapeCollection.cs
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Pass through old angular velocity making for smoother transitions.
Remove some old kludges for angular motion (damping and rotvel suppression).
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without rebuilding the whole compound shape. Should make vehicles move
smoother.
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routines on the physics engine. Won't make a difference for any
existing scripts since ODE always returned Vector3.Zero.
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