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* Preserve attachment point & position when attachment is rezzed in worldAleric Inglewood2013-09-222-0/+5
| | | | | | | | | | Patch taken from http://opensimulator.org/mantis/view.php?id=4905 originally by Greg C. Fixed to apply to r/23314 commit ba9daf849e7c8db48e7c03e7cdedb77776b2052f (cherry picked from commit 4ff9fbca441110cc2b93edc7286e0e9339e61cbe)
* Cleanup on region modules: gave short node id's to all of them.Diva Canto2012-11-122-2/+2
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* Remove any mention of IRegionModule from region names and comments to aidMelanie2012-11-121-2/+2
| | | | grepping for remaining uses
* One more module converted: ObjectAdd.Diva Canto2012-11-101-51/+66
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* minor: remove unnecessary IsAttachment = false setting for new object in ↵Justin Clark-Casey (justincc)2012-06-141-1/+0
| | | | UploadObjectAssetModule, property always starts as false
* Implement optional name and description on http stream handlers so that we ↵Justin Clark-Casey (justincc)2012-05-032-12/+17
| | | | | | 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.
* When an asset is uploaded (e.g. a mesh) set individual copy/move/transfer ↵Justin Clark-Casey (justincc)2012-02-101-1/+1
| | | | | | | | 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
* Changes UpdateFlag in SOP to an enumeration of NONE, TERSE and FULL.Dan Lake2011-11-021-3/+4
| | | | | | | | | | | | | | | | | 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.
* Eliminate pointless checks of SOG.RootPart != nullJustin Clark-Casey (justincc)2011-09-011-2/+0
| | | | It's never possible for SOG to have no RootPart, except in the first few picosends of the big bang when it's pulled from region persistence or deserialized
* refactor: move SOP.IsAttachment and AttachmentPoint up into SOG to avoid ↵Justin Clark-Casey (justincc)2011-08-271-1/+1
| | | | pointless duplication of identical values
* refactor: make SceneObjectGroup.GroupScale() a property rather than a mehodJustin Clark-Casey (justincc)2011-07-161-4/+6
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* minor: code tidy and inserted log lines for future use.Justin Clark-Casey (justincc)2011-07-091-3/+1
| | | | | | | | 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.
* Nope, that didn't feel right. Moving all those modules to Linden space.Diva Canto2011-04-302-0/+744