| Commit message (Collapse) | Author | Age | Files | Lines |
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problems (#2855) go away for me. I'm committing it, so that others can test and refute, to make sure I'm not hallucinating.
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* make worldmap module log tags consistent
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http://opensimulator.org/mantis/view.php?id=2843
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user for other users who are online.
* No need to send offline notifications since the client assumes this (and future clients should be able to do the same).
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is in the Tools menu available when editing an object
* This facility allows you to save changes to an object that you've rezzed into a region back into their original inventory item without having to take a copy of the rezzed
object.
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that have no copy permission set.
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contains inventory items that you don't have permission to copy
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Scene was being too
aggressive at nixing the user out of the cache. We're now relying on NeedSceneCacheClear to decide
whether to nix it or not. All other mods in other files are for better debugging messages.
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being in alert messages from the LandManagementModile.
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Adds missing protocol pieces for EstablishAgentCommunication
event which allows the client to activate CAPS and the EQ for
child agents.
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debug
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* This means that LL RAW terrains (one source being the upload/download buttons on the estate dialog in the viewer) are now imported the 'right' way around rather than being
flipped on the y axis
* Existing RAW terrains before this patch will need to be flipped with the "terrain flip y" command from the console after import
* More details on the mailing lists soon.
-This line, and those below, will be ignored--
M OpenSim/Region/Environment/Modules/World/Terrain/FileLoaders/LLRAW.cs
M OpenSim/Framework/Communications/Cache/CachedUserInfo.cs
M OpenSim/Framework/Communications/Cache/UserProfileCacheService.cs
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* It should now be possible to give an entire folder to another avatar instead of just single items at a time
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* This allows terrain to be flipped on the x or y axis with the command "terrain flip x" (or y)
* See terrain help from the command prompt
* This is in anticipation of change the way around in which terrain raw files are imported to match that of Second Life (to reduce user confusion and improve useability)
* Thanks jonc!
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couple of commits ago
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(and their contents) between agents, not just single items
* However, this is not currently activated since it's not absolutely fully tested and there's a bug lurking in there to do with the sending of the BulkInventoryUpdate packets
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non-root SOPs. Now, they will use the SOG the SOP belongs to.
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also reinstate the texture issue, which needs ot be fixed another way.
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they will use the SOG the SOP belongs to (as it was for the root-SOP already).
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to fix the A -> B -> A issue. Because the code is very reuse friendly,
it shouldn't cause much additional memory bloat in the sims.
I'm sure this isn't the right fix, but it is progress, and confirms that
the close path while leaving a region is part of the issue.
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starting something different
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before" issue. This involves the EventQueueGet module so I'm not sure
this is the right fix but it appears to work.
When the ScenePresence leaves force a close on it. The reuse of the
queues doesn't seem to be working, so the forced close causes a new one
the next time in. This does appear to work.
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Add a check for script reset permissions to the permissions module
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Applying a patch from Diva. This patch introduces significant improvements
in teleporting. Thank you, Diva.
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prevent adjacent sims from using identical Local IDs for the attachment
Thanks to Mana Janus (Hippo Viewer) for providing the crucial bit of
information, namely that, due to a bug in the viewer, adjacent sims can't
use the same local ids.
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Adds a new method to IClientAPI to allow adding message handlers
for GenericMessages (of which "autopilot" is one). Part 2 adds a
specific autopilot handler in ScenePresence.cs.
2) Removing unused variables and functions.
3) Simplifying the navigation logic in ScenePresence.cs. The
original patch was somewhat complex because it included orientation
logic for a future enhancement of orienting the avatar to point
towards the direction being walked. Currently this isn't working,
though, so I removed the orientation code, which leaves just the
smaller and hopefully simpler-to-understand movement code.
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Still not tested. May contain bugs.
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messaging server changes are still missing.
Completely untested. May contain bugs.
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* This is Diva's hypergrid patch, as perviously discussed on the opensim-dev mailing list
* Applied some minor prebuild.xml jiggling to resolve a dependency issue
* Thanks Diva!
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- Fixed some locking issues
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* Entities should now in theory be lock-free externally.
* Other properties may cause blocking however[?].
* ScenePresence maintains separate locks so isn't fixed by this commit.
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* Important Changes: Scene.Entities is now IEnumerable directly. You do not need to use Entities.Values, you can Enumerate on .Entities directly. (So 'foreach Scene.Entities' vs 'foreach Scene.Entities.Values').
* Locks: Entities maintains it's own internal locking states. This means you do not need to lock entities anymore. I'll be going through and removing locks on it systematically.
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AssetTransactionModule to cut down on number of classes and to work towards having a base AssetXferUploader class than can be shared with EstateTerrainXferHandler
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havenever seen that texture before.
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from the presence module to the message server, through the user server
and on into the database. This should fix the "Already logged in" issue
that grids see after a sim crashes, or a user crashes out of a sim.
Not yet a 100% solution for friends, but getting there.
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