| Commit message (Collapse) | Author | Files | Lines |
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grepping for remaining uses
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UploadObjectAssetModule, property always starts as false
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can relate a slow request to what the handler actually does and the agent it serves, if applicable.
This is most useful for capabilities where the url is not self-describing.
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permissions, not PermissionMask.All
Setting PermissionMask.All will cause next permissions to replace current permissions when the object is rezzed, since bit 4 will be set.
This is not correct behaviour for a freshly uploaded mesh. Freshly rezzed in-world prims also do not have bit 4 set (don't yet know exactly what this is).
Should resolve http://opensimulator.org/mantis/view.php?id=5651
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UpdateFlag is now referenced/used only within SOP and SOG. Outsiders are
using ScheduleFullUpdate, ScheduleTerseUpdate or ClearUpdateSchedule on
SOP consistently now. Also started working toward eliminating those
calls to ScheduleFullUpdate, ScheduleTerseUpdate or ClearUpdateSchedule
from outside SOP in favor of just setting properties on SOP and let SOP
decide if an update should be scheduled. This consolidates the update
policy within SOP and the client rather than everywhere that makes
changes to SOP. Some places forget to call update while others call it
multiple times, "just to be sure".
UpdateFlag and Schedule*Update will both be made private shortly.
UpdateFlag is intended to be transient and internal to SOP so it has
been removed from XML serializer for SOPs.
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pointless duplication of identical values
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Unable to get to the bottom of why resizing a mesh fails to properly reset the physics proxy, when toggling phantom does
After a mesh is generated, the existing sculptdata is set to zero in PrimitiveBaseShape to save memory
When phantom is toggled, the sculptdata is regenerated before remeshing.
But on resize, the sculptdata is not regenerated.
So clearly, resetting sculptdata is possible, but haven't quite been able to pin down how this is being done when phantom is toggled.
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a newly created CoreModules/Caps. Not all.
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the ExtraParams data in UploadObjectAsset. At this moment, if you're uploading a Sculpt, make sure to break out the Texture ID into the object data or it might not get applied appropriately.
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UploadObjectAsset into a generic linkset upload tool.
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shape are added to the message serialization.
* You should now be able to upload multiple mesh collada mesh objects. They should appear in front of you (or on top of you!) when you upload them.
* Once again, thanks to John Hurliman and Latif Khalifa for insight and smxy for cheering me on :D
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uploaded but they're improperly positioned/oriented at the moment.
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