| Commit message (Collapse) | Author | Age | Files | Lines |
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Signed-off-by: Melanie <melanie@t-data.com>
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will be honored now, while allowed groups will not. This requires additional
groups module integration work
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Signed-off-by: Melanie <melanie@t-data.com>
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Provisionally applied to fix the naming. Signatures are still subject to change.
Signed-off-by: Melanie <melanie@t-data.com>
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Applied with change: Changed spelling to Summary (from Summery)
Signed-off-by: Melanie <melanie@t-data.com>
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can now determine if a connection is from login, teleport or crossing.
Needed for a meaningful banlines implementation
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* Just a stub (imports all the sirikata protocol, and that's about it.)
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Applied with major changes. Core functionality commented pending review
for possible rights escalation. No user functionality yet.
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InventoryDescendents packet. Testing has shown that UDP inventory now
works flawlessly and, unlike CAPS inventory, doesn't download the entire
agent inventory on start. Neither does it incessantly re-request folder
NULL_KEY. Therefore, I have disabled CAPS inventory.
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default region, any region" before giving up
* Hip offset should have been added not subtracted (it's a negative offset). This puts avatar feet closer to the ground
* Improved duplicate checking for terse updates. This should reduce bandwidth and walking through walls
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initialized. Ideally, the timers would not initialize unless the module was actually enabled, but Melanie's work on configuring module loading from a config file should make that unnecessary
* Wrapped the Bitmap class used to generate the world map tile in a using statement to dispose of it after the JPEG2000 data is created
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use Watchdog.StartThread(). While your thread is running call Watchdog.UpdateThread(). When it is shutting down call Watchdog.RemoveThread(). Most of the threads in OpenSim have been updated
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LLProxyLoginModule.
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packets to fill in the data more accurately and avoid allocating memory that is immediately thrown away
* Changed the Send*Data structs in IClientAPI to use public readonly members instead of private members and getters
* Made Parallel.ProcessorCount public
* Started switching over packet building methods in LLClientView to use Util.StringToBytes[256/1024]() instead of Utils.StringToBytes()
* More cleanup of the ScenePresences vs. ClientManager nightmare
* ScenePresence.HandleAgentUpdate() will now time out and drop incoming AgentUpdate packets after three seconds. This fixes a deadlock on m_AgentUpdates that was blocking up the LLUDP server
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re-prioritizing updates
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Thank you, Fly-Man
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implements a simple distance prioritizer based on initial agent positions. Re-prioritizing and more advanced priority algorithms will follow soon
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Scene
* Added some missing implementations of IClientAPI.RemoteEndPoint
* Added a ClientManager.Remove(UUID) overload
* Removed a reference to a missing project from prebuild.xml
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performance by removing locks, and replace LLUDPClientCollection
* Removed the confusing (and LL-specific) shutdowncircuit parameter from IClientAPI.Close()
* Updated the LLUDP code to only use ClientManager instead of trying to synchronize ClientManager and m_clients
* Remove clients asynchronously since it is a very slow operation (including a 2000ms sleep)
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true/false on the name, rather than gridmode=true.
* Better error messages on Add/Remove clients.
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* Check for null SP in PermissionsModule.
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Local member in MySQLAssetData
* First pass at applying the using(){} pattern to IDisposable objects. Always use the using pattern on IDisposable objects whenever possible, do not manually call .Close() or .Dispose() unless there is no other way to write the code. This pass mostly covers OpenSim.Data.MySQL, and should have no functional change (tests still pass)
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Util.UTF8 (not all references were switched since not all OpenSim libraries reference OpenSim.Framework)
* Shrinks the largest in-memory object, the LLRAW.HeightmapLookupValue struct (only used for exporting to LLRAW terrain files), to the minimum possible size. This seems to have the odd side effect of cutting the size of the two double[256,256] terrain objects in half. Possibly an alignment optimization?
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the scene itself but SceneCommunicationService, for now. Beginning to clear the code from using Region.Communications. grid stuff.
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unnecessary serialization/deserialization of TextureEntry objects and allow TextureEntry to be inspected for missing bakes
* Inspect incoming TextureEntry updates for bakes that do not exist on the simulator and request the missing textures
* Properly handle appearance updates that do not have a TextureEntry set
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murky. This affects Mono only.
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Handler - ref mantis #4010
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a raycast test safely.
* Test for prim obstructions between the avatar and camera. If there are obstructions, inform the client to move the camera closer. This makes it so that walls and objects don't obstruct your view while you're moving around. Try walking inside a hollowed tori. You'll see how much easier it is now because your camera automatically moves closer so you can still see.
* Created a way to know if the user's camera is alt + cammed or just following the avatar.
* Changes IClientAPI interface by adding SendCameraConstraint(Vector4 CameraConstraint)
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linkset, made each of those prims rotate around its own centre rather than around the geometric centre of the selection like they should do (and like the client expects).
This involved adding a new OnUpdatePrimSingleRotationPosition event to IClientAPI so that we can get the changed position from the client.
Btw adding new events to IClientAPI is really tedious where you have to copy the change across to at least 5 or 6 other files.
[Note this doesn't fix the bug where any rotation changes to the root prim (but not the whole linkset) cause rotation errors on the child prims.]
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