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destrution so there are no 'leaks'.
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arbitrary stats.
If active, the physics module can return arbitrary stat counters that can be seen via the MonitoringModule
(http://opensimulator.org/wiki/Monitoring_Module)
This is only active in OdeScene if collect_stats = true in [ODEPhysicsSettings].
This patch allows OdeScene to collect elapsed time information for calls to the ODE native collision methods to assess what proportion of time this takes compared to total physics processing.
This data is returned as ODENativeCollisionFrameMS in the monitoring module, updated every 3 seconds.
The performance effect of collecting stats is probably extremely minor, dwarfed by the rest of the physics code.
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See "help teleport user" on the console for more details
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Conflicts:
OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
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make code more analyzable
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start the handling.
Also fixes the log warning from ResetInTransit() if the state is cleared direct from Transferring or ReceiveAtDestination, as pointed out in mantis 5426
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freemove() is called
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Conflicts:
OpenSim/Region/Framework/Scenes/CollisionSounds.cs
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0 to indicate it's still starting rather than an error. There are other
methods that can discover the presence of a region and slow starting regions
may cause the watchdog to kill them while they start,
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Changes to the scenes dictionary are exceedingly rare and using atomic
operations makes the chance of collisions nearly nil in any case.
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bad effects, so needs some more testing
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resonable value ( 1m);
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similiar to parts. Let same thread do it all ( like in parts ) ( to change this some structs copies must be added)
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sound. Included in coment full assimetric ( since seems we have files for it now ) case with some uuids
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parts also
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collisions report information.
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prim entry messed it up.
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Conflicts:
OpenSim/Region/Framework/Scenes/CollisionSounds.cs
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of funtions ).
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Conflicts:
OpenSim/Data/MySQL/MySQLSimulationData.cs
OpenSim/Data/MySQL/Resources/RegionStore.migrations
OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
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If the script requesting permissions is owned by either the NPC or
the NPCs owner (if the NPC is created as owned) then grant any
permissions automatically.
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