| Commit message (Collapse) | Author | Age | Files | Lines |
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it becomes impossible to cross back into a region you came from, or freeze
several seconds after region crossings.
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an avatar moves.
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making it catch a little too much, in principle
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* Was caused by the lack of a local id. Local ids are now given from the same sequence as prims, rather than a separate one
* I don't believe this will cause any problems, but please revert to a separate sequence if it does
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* This was only reference by ScenePresence and not used anyway - Scene itself had it's own copy
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* These are assigned when the object is attached to the scene
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Too many fixes to list.
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Included patch fixes error: Z and W terms in the quaternion were
swapped (ZERO_ROTATION is <0,0,0,1>, it was checking for <0,0,1,0>).
There is an issue with older prims: it seems their default sit
target was not always set to ZERO_ROTATION;
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Improves ScenePresence.cs for attachments when crossing boundaries
between regions.
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base point for the sort is 128,128,128, causing funny visuals
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* Now I've had time to analyze this, the Second Life grid doesn't appear to send this to the client (which in principle should know what wearables it has already)
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the setting of the name of the animation to be used when a avatar sits on that object. At some point in the future this should be persisted.
So basically simplifies what a lsl script that detects a avatar sitting on a prim, then stopping the sit animation and playing a custom animation, does.
Also added another ScenePresence.HandleAgentRequestSit() method , that accepts the name of the sit animation. So that modules can override the animation used, when they are doing a server controlled sit.
Started some work on making the stand pose be played as soon as a user logs into a region. Rather than them starting with their arms stretched. This still needs more work
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* Since the client sets the appearance in the first place (in response to receiving wearables information originally) this seems a little redundant
* But I've realized I didn't actually test this assumption, so I'm going to reinstate it for now
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* And hopefully rebaking all the time should no longer be necessary now
* It turns out that when the client baked the texture, the uploaded asset had the Temporary flag to true (Temporary is actually deprecated).
* It also had the StoreLocal flag set to true, which signifies that the asset should be stored locally. If it disappears we should reply to the asset request with
ImageNotInDatabasePacket
* However, last time this was enabled some clients started crashing. This may well no longer be the case and needs to be tested, but in the mean time we will store
the asset instead.
* This needs to be resolved in a better way, possibly by starting to send the ImageNotInDatabase packet again instead
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logging messages
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* This shouldn't fix the existing appearance bugs, but neither should it make them worse.
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* reinstate debug level log message indicating when a child agent is made a root for future debugging purposes
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When the avatar stops flying in mid air, it stays still
while it falls to the ground. Normally, the avatar would
use the falling animation (when it spins its arms and legs
while falling) until it reaches the ground.
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* Implements the rest of llGetAgentInfo() with the exception of AGENT_BUSY.
* Thanks nlin
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Added AGENT_ATTACHMENTS and AGENT_SCRIPTED to llGetAgentInfo
Added to llGetAgentSize to include shoes in avatar height calculation.
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Attached patch adds detection of AGENT_WALKING
status to LSL function llGetAgentInfo()
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Also add experimental distance ordering for prims
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Add rezzing time to objects. Add Object return and traffic fields to land
database. Add plumbing for auto return. Implement auto return.
Contains a migration. May contain nuts.
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llGetAgentInfo (AGENT_FLYING, AGENT_ALWAYS_RUN, AGENT_AWAY, AGENT_MOUSELOOK, AGENT_TYPING).
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when it moves
* This should fix a long standing issue where you often wouldn't see other people simply turn around without moving at all
* Arguably lastPhysRot (to mirror lastPhysPos) is not a good name, may change variable names later
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per frame update heartbeat
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descriptive of what it actually does
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Thise were client supplied untrusted values we never used anyway.
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- cleanups and more comments in ChatModule and IRCBridgeModule
- adding Name support in ScenePresence
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client.. with EventQueue enabled.
* You occasionally loose the event queue if you cross back and forth between the same regions many multiples of times.
* But Don't try to teleport!
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Moved intialization of appearance from the SendInitialData
event handler into CompleteMovement handler. That ensures
that m_appearance is initialized before the inventory is
retrieved (so there is a place to check on attachments).
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I decided to make ParentPosition a public property in ScenePresence, because
that's exactly what happens (the parent position changes on prim move).
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* Patch attached that adds the check for uninitialized appearance when inventory items are received and processed. Also attempts to ensure that appearance is initialized even
when the profile cache has not been built.
* This will not fix the race condition, but should at least remove the unhandled exception that is being reported in Mantis 0002126.
* Thanks cmickeyb
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* This patch aims to introduce look at direction persistence between logins. It won't be active until the second part of the patch is committed in about two weeks time. At
this point, region servers that haven't upgraded past this revision may run into problems
* This checkin upgrades the user database. As always, we recommend you have backups in case something goes wrong.
* Many thanks to tyre for this patch.
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couple of debug statements for null items while we
diagnose our interrmittent inventory issues. I looked
at this and it seems helpful to others. We can back it
later if desired.
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* These are different types then the OMV types because changing them causes just about all grid comms to break. If these were the libOMV types, then libOMV couldn't change them ever again after that.. or we'd have a breakage whenever they changed them.
* This might introduce a map issue. Still checking it out.
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