| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
| |
scene before physics simulation step rather than after
|
|
|
|
|
|
| |
This reverts commit 65c88b2ff4e2616fa5c1d4c5e75298ed1eb1c0d8.
Yet again I accidentally committed something whilst evaluating it.
|
| |
|
|
|
|
| |
LocateClientObject() and GetClientScene(), do the lookup just once in LocateClientObject()
|
|
|
|
| |
not be notified once a non-local friend was found.
|
|
|
|
|
|
|
| |
changed owners is rezzed.
This needs to occur after the script is resumed rather than before, when the event is just dropped.
Addresses http://opensimulator.org/mantis/view.php?id=5890 and http://opensimulator.org/mantis/view.php?id=5952
|
|
|
|
| |
FlotasmAssetCache.m_CurrentlyWriting
|
|
|
|
|
| |
This may cause IOErrors on Windows.
Aims to help with http://opensimulator.org/mantis/view.php?id=6003
|
|
|
|
| |
To help with http://opensimulator.org/mantis/view.php?id=5993
|
|
|
|
| |
this patch - Deletes any objects that have damage set > 0 that deliver that damage to an avatar Stops Gods receiving damage, Stops volume detect objects causing damage Deletes NPCS when their helth reduces to zero Gradually "heals" damage to an avatar Resets health on going to a non damage area
|
|
|
|
|
|
|
|
|
| |
source region after teleport to resolve Imprudence teleport problems.
Viewers 1 and 3 are fine with doing this immediately. However, Imprudence has a small delay (<200ms, >500ms) after receiving the AgentCompleteMovement reply packet on the destination region before regarding that region as the currnet region.
If Imprudence receives a DisableSimulator in this period, it quits.
We are not restoring the full 5000ms delay since this brings back a bug where teleports permanently fail if an avatar tries to teleport back too quickly.
This commit also sends the AgentCompleteMovement packet to the client before telling the source region to release its old agent, in order to further cut down any possibility of the DisableSimulator being recieved before the AgentMovementComplete.
|
| |
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
|
|
|
|
|
| |
to be closed because it is no longer in the child's view distance.
This sleep appears unnecessary since a sleep has already occurred in WaitForCallback() whilst waiting for the destination region to notify of teleport success.
There are no async operations between this sleep and the WaitForCallback()
If this sleep is present, then teleporting back to the source region within 5 seconds results in a disconnection.
If this sleep is commented out then teleporting quickly back and forth between two simulators appears to work without issue.
Tested on standalone, local grid and distributed grid.
Please revert if there's something that I've missed.
|
| |
|
|
|
|
|
|
|
| |
simulator
This adds a non-advertised wait_for_callback option in [EntityTransfer]. Default is always true.
Teleport tests disable the wait for callback from the destination region in order to run within a single thread.
|
|
|
|
| |
should apply to all teleport calls, not just those through Teleport()
|
|
|
|
|
|
| |
and different region teleport components.
DoTeleport() now retrives IEventQueue itself rather than requiring it to be passed in.
|
|
|
|
| |
rather than "Regions"
|
|
|
|
| |
part" console commands
|
|
|
|
| |
affect the starting position in the destination region.
|
|
|
|
| |
DotNetZip provides much better compression than standard .NET.
|
|
|
|
| |
because they were being uploaded before the region was registered with the grid
|
|\ |
|
| |
| |
| |
| |
| |
| |
| |
| | |
the same simulator.
This involves a large amount of change in test scene setup code to allow test scenes to share shared modules
SetupScene is now an instance method that requires an instantiation of SceneHelpers, though other SceneHelpers methods are still static
May split these out into separate classes in the future.
|
| |
| |
| |
| |
| |
| | |
included, regardless of their permissions.
The purpose of the permission checks is to prevent the unauthorized copying of assets, but users can always copy assets that they created.
|
| |
| |
| |
| | |
problem resolution.
|
|/ |
|
| |
|
|\ |
|
| |
| |
| |
| | |
(though this is also effectively done by physics at the moment)
|
|/ |
|
| |
|
| |
|
|
|
|
| |
Permanently comment out warnings about ScenePresence not being found - this is entirely expected if the avatar has alraedy logged out or left the scene.
|
| |
|
|
|
|
| |
Eliminated an extra newline in the console if the log line doesn't contain a category (example of a category: "[ASSETS]").
|
| |
|
|
|
|
| |
Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
|
|
|
|
|
|
|
|
| |
rather than setting phantom.
This was an oversight when removing some race conditions from PhysicsActor setting recently.
Regression tests extended to probe this code path.
Extending regression tests required implementation of a BasicPhysicsPrim (there was none before). However, BasicPhysics plugin is still of no current practical use other than to fill in as a component for other parts of regression testing.
|
|
|
|
|
|
|
| |
disposal of uninitialized variables.
This issue doesn't cause the mono 2.10.5 compiler to fail but appears to cause the windows compiler to fail.
Resolves http://opensimulator.org/mantis/view.php?id=5973
|
|
|
|
| |
simply dropping the reference if the existing file didn't contain a bitmap of the same size.
|
|
|
|
| |
JPEG.cs
|
|
|
|
|
|
|
|
| |
in OpenSim\Region\CoreModules\World\Terrain\FileLoaders\GenericSystemDrawing.cs
Ln 67
Apply Justin's solution
Signed-off-by: Garmin Kawaguichi <garmin.kawaguichi@magalaxie.com>
|
|
|
|
|
|
|
| |
floor when lured by short avatars.
This involves giving the ceiling of the Z-component in a lure rather than the floor.
Ideally we would give the exact float compensating for relative avatar height but it looks like that isn't possible with the parcel id format used in lures
|
|
|
|
|
| |
This replaces the Parts count which was rather pointless for a prim (it was either 1 if a child or the number of parts if the root).
This information is still avaliable on the "show object" command.
|
|
|
|
|
|
|
| |
EstateSettings.IsEstateManagerOrOwner() to reflect what it actually does.
This makes it consistent with other parts of OpenSimulator that are treating ESTATE_MANAGER and ESTATE_OWNER as different entities.
As per opensim-dev mailing list.
|
| |
|
| |
|
|
|
|
| |
friendship invitations to foreign users.
|