| Commit message (Collapse) | Author | Files | Lines |
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CheckForSignificantMovement()
* Removed a lock on "return m_neighbours.Count" in GetInaccurateNeighborCount(). Dictionary<>.Count by itself does not benefit from locking
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relevant test code has been obsoleted
this allows the tests to pass on my local system
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this to both parties
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this needs more testing, but everything is there.
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printing the hex dump
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CreatorID, it doesn't modify database backends or OAR files to support storing/loading it
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* Moved the SL asset type to content type conversion methods from ServerUtils to OpenSim.Framework.SLUtil
* Linked content type to asset type in AssetMetadata
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bin/config-include/FlotsamCache.ini.example
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successfully been split into separate methods for quite some time now
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Fixes: Undo, T-pose of others on login, modifiedBulletX works again, feet now stand on the ground instead of in the ground, adds checks to CombatModule. Adds: Redo, Land Undo, checks to agentUpdate (so one can not fall off of a region), more vehicle parts. Finishes almost all of LSL (1 function left, 2 events).
Direct flames and kudos to Revolution, please
Signed-off-by: Melanie <melanie@t-data.com>
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These patch should allow people using systems that do not have their locale set to En_US or similar to use OpenSim without suffering effects such as being a million miles up in the air on login.
The problem was caused by parsing strings without forcing that parse to be En_US (hence different decimal and digit group symbols were causing problems).
Thanks very much to VikingErik for doing the legwork on this fix and phacelia for spotting it in the first place.
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This resolves the problem where eyes and hair would turn white on standalone configurations
When a client receives body part information, for some insane reason or other it always ends up uploading this back to the server and then immediately re-requesting it.
This should have been okay since we stored that asset in cache. However, the standalone asset service connector was not checking this cache properly, so every time the client made the request for the asset it has just loaded it would get a big fat null back in the face, causing it to make clothes and hair white.
This bug did not affect grids since they use a different service connector.
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code. No functional changes
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* Moved a few key inventory access methods from Scene.Inventory to an IInventoryAccessModule module
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* Handle logout properly. This needed an addition to IClientAPI, because of how the logout packet is currently being handled -- the agent is being removed from the scene before the different event handlers are executed, which is broken.
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When an object was deleted, the remove script instance call was aggregating the scripting events as normal.
This would queue a full update of the prim before the viewer was notifed of the deletion of that prim (QuitPacket)
On some occasions, the QuitPacket would be sent before the full update was dequeued and sent.
In principle, you would think that a viewer would ignore updates for deleted prims. But it appears that in the Linden viewer (1.23.5),
a prim update that arrives after the prim was deleted instead makes the deleted prim persist in the viewer. Such prims have no properties
and cannot be removed from the viewer except by a relog.
This change stops the prim event aggregation call if it's being deleted anyway, hence removing the spurious viewer-confusing update.
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appropriate. This changes the behavior of the REST plugins and RemoteAdmin's
region creation process.
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will be honored now, while allowed groups will not. This requires additional
groups module integration work
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The new methods are still not in IClientAPI, so some work remains to be done.
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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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obsolete. Didn't delete it yet to avoid merge conflicts later -- want to stay out of core as much as possible.
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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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profiles
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packet to be processed asynchronously or not.
* Make several packets not asynchronous (such as AgentUpdate). In theory, all fast returning packet handling methods should not be asynchronous. Ones that wait on an external resource or a long held lock, should be asynchronous.
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specific limitation, it moves to the Linden Specific client handler.
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purposes. Resolves the wrap-around of the 32 bit uint.
* Teravus moved the Environment methods to the Util class
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See http://opensimulator.org/mantis/view.php?id=4356
Thanks Revolution
I performed a subsequent probable bug fix in this patch
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