| Commit message (Collapse) | Author | Age | Files | Lines |
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them out.
* Fix for Scene.Inventory.cs - It assumes every entity at startup is a SceneObjectGroup. (Actually, this shouldn't have compiled[!] without a warning.)
* Fix for LandManager at startup - it assumes there's a land channel when perhaps there isnt. (Bug that needs another refactor to fix. [Mike - I've assigned a ticket to you about this])
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*Moved OnSignificantClientMovement to where it is supposed to be - SceneEvents and not ScenePresence
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seen in one of the crashes of mantis 1163
* It's not impossible that this could lead to deadlock where sessions simply appear to freeze, even though the region console still responds.
* If this is the case, please file a mantis
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sitting on an object.
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PROGRAMMERS. NAUGHTY.
* Thanks to Andrew (DeepThink) for working on this one.
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llTakeControls works now along with the 'release controls button'. llReleaseControls() works mostly :D.
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Theoretically.
* I've still got to test, it's still theoretical code :D. Good thing it isn't enabled by default!
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visible features.
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not the attachment.
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does not regenerate until you're dead!
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* Removed all references where possible.
* Renamed lots of variables from UDPServerXYZ to clientServerXYZ
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* Converted a large number of read-only fields to be actually, readonly.
* Reformatted code sections.
* Removed redundant code.
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and detach from inventory.
* Detaching from right clicking in world, detaches to your inventory.
* If you go up to a prim and attach it from in world, it appears in your inventory.
* Attachment placement is saved when you detach them.
* Choosing wear remembers your last attachment point from inventory.
* Wrote a method to update an inventory item's asset and sends the updated inventory item to the Client
* Wrote a recursive method to find the folder of a known existing inventory item.
* Removed a block on physics object position on creation. This might crash a region or two, let us know via Mantis if your region crashes because of a physics out of bounds error.
* Drop doesn't work. The menu item doesn't even come up. Don't know why :P.
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avatar. Those dastardly objects stick to you.
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Please adjust your editors to not use hard tabs.
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(this took a while to run).
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* To make a landmark, you currently have to enable admin options in the advanced menu first. We're working on this.. however use the admin options solution in the mean time.
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needs to be updated still.
* Adding some XMPP stuff that's incomplete.
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* Leaving quite a few debug messages in for now to help deal with bugs arising
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crossing, teleport or logout)
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I don't think this is now relevant...
* Remove some now extraneous CAPS related messages
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* This means that caps methods (editing scripts, poss map functions, etc) on non-home regions should now work with servers which are listening for http ports on a non default
(9000) port.
* If you are running a region server, this may only work properly once your grid server upgrades to this revision
* PLEASE NOTE: This shouldn't cause inter-region problems if one end of the connection hasn't upgraded to this revision. However if it does, the instability will persist until
the grid and region (and possibly all the region's neighbours) have upgraded to this revision.
* This revision also adds extra login related messages, both for success and failure conditions
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non-home regions
* Should work in multi-region standalone and grid modes
* This should also solve other non-home region caps issues (map requests, RC client inventory requests, etc)
* We now pass CAPS information on to the destination region on region crossing, and set up a CAPS object when an agent becomes a master
* Current limitation is that this will only work if your http_listener_port is 9000
* This is a very early code cut (lots of bad practice, hard coding and inefficiency). However, I wanted to get this out there for feedback and my own sanity. Next few patches will clean up the mess.
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* Even very rapid linking/delinking should now behave normally. Terse updates still occur as before
* Hopefully this ends the recent linking problems - please let us know if there are more
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* Currently, terse updates are back, and extremely rapid linking and delinking will only break occasionally
* More work to do here
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* Fixed a compile error.
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'disappear')
* Root cause was that if two updates occurred in the same second of time, the second one was never sent
* Linking/delinking appears to be okay now
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with SceneObjectGroup.LocalId (and hence reduce confusion).
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support for region move/split/merge. See ThirdParty/3Di/README.txt. Unless the new modules are used there should be no noticeable changes when running OpenSim.
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appropriate names consisten with their use.
All done with all 94 handlers from handler001
through handler094. Hopefully we can move
forward without numbered handlers.
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root agent is on the instance and if so, which region the avatar's root agent is in.
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updates (fixed)
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instances to prevent event race conditions
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* Untangled a tangly shutdown loop for the ScenePresence.
* Suggested to the Garbage Collector that this may be a good time to >.>, <.< *gasp* collect the memory.
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was trying to set the height of avatar to 127m, which you can imagine is a bit /wrong\
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fix to the b*stard Sakai issue.
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got a solution for you! For a limited time, you can be the right height after border crossings automatically. Just three easy payments of $9.95 and make sure your neighbor is sending child agent updates!
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turned out to be that the Static PhysicsVector.Zero was transferring velocities between all non fixed objects. Not so static after all :(. Finding it was cruel and unusual punishment from the CLR.
* Therefore, when you run through a pile of prim you won't see things rotate when they're not supposed to anymore.
* Avatars don't float off either.
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