| Commit message (Collapse) | Author | Age | Files | Lines |
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for the new surface touch parameters in 1.21 viewers.
TODO: add the touch args to OnGrabObject and OnDeGrabObject.
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on parcels that had prim entry turned off. This needs to be reintroduced
with proper parcel boundary checks.
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that the attachment point is saved even if nothing else changed
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Fixes use of the saved attachment point from asset
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Thise were client supplied untrusted values we never used anyway.
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Fix: objects being duplicated inventory on detach. Fix: Mad jumping around of
attachments while editing. Fix: Attachments being persisted to database on
login. Fix: Attachments being persisted when changed by a script like
invisprim refresh. Fix: Attachpoint set, but not reset correctly. Fix: prevent
spurious full updates while editing attachments. Several other fixes
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avatar is not present there.
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Thank you, idb, for a patch to implement the packet and plumbing for
the material settings.
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* Updates to libomv r2243,
* Remove lots of unnecessary typecasts
* Improves SendWindData()
Thanks jhurliman.
* Will update OpenSim-libs in 10 minutes..
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ordinary region modules and are able to coexist in one instance.
See http://opensimulator.org/wiki/ScriptEngines for details. There were
changes to OpenSim.ini.example, please note DefaultScriptEngine.
Also see the User docs and FAQ on the Wiki. Default is DotNetEngine.
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* Force ClickAction persistence even if other object properties are not edited
* Thanks nlin!
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* This is a HUGE OMG update and will definitely have unknown side effects.. so this is really only for the strong hearted at this point. Regular people should let the dust settle.
* This has been tested to work with most basic functions. However.. make sure you back up 'everything' before using this. It's that big!
* Essentially we're back at square 1 in the testing phase.. so lets identify things that broke.
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been deleted on an update request from the regular sweep
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* my excuse is that I hadn't used this monodevelop exe before...
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sweep occurs
* Fold m_deleted and m_isDeleted together (ugh!)
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now ply their trade. Is that nuts?
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Attachments now save to MySQL. No reattach on login yet.
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Trigger a persistence save when only name or description have
changed.
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client log off
* This is being done by preventing close from being called twice on child agent closure (nres which would have been thrown are being swallowed).
* However, it should be possible to do much better cleanup on this code in the future
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ScenePresence. Pace prim delivery to about 200 updates/s max. Break
a long-held lock that caused the notorious MapBlockQuery XMLRPC timeout
on agent login. Eliminate 60 second timeout at "Waiting for region handshake".
Fix region crossing/teleport response. Fix appearance in primmy regions.
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Changes erroneous return value of llGetLinkname() to "" for nonexistent
prims. Corrects an issue where the root prim of a linked set, upon
delink, retains the part number 1.
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which need to be persisted to the db
* This should stop the problem where linked prims loaded via an archive did not survive server restart
* It may address mantis 1819 though the symptoms don't look consistent
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The LL Server sets the CreateSelected flag for a prim when sending a
property update when objects are linked. The following patch
gets OpenSim to do the same.
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Fixes a couple of places where null reference exceptions were
being caught and ignored rather than null checks being performed.
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Implements additional unlink modes (unlink root prim from link set, some
multi-set operations). Linking (single and mutiple) fully implemented.
Consistent numbering of links while in world. Link/delink with predictable
link numbering. Correct link numbers in LSL.
Not all multi-set ops implemented. Link numbers still change when taken and
re-rezzed.
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this before (doh)
* Not quite perfect yet
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they already exist in the scene
* (ability to give objects new uuids will come later)
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not break trunk.
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SceneObjectPart.SendFullUpdate()
* This means that we will no longer pointlessly repersist all the prims in the scene when OpenSim first starts up
* This also means that force-update on the console will not trigger repersistence.
* Also, in other places persistence is no longer done where it wasn't actually necessary
* I think I changed the code for all instances correctly, but it's not possible that I missed some and some things which did persist properly have stopped
* Please patch or mantis if this is the case
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repersisted on to callers of SceneObjectGroup.SendGroupTeruseUpdate()
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