| Commit message (Collapse) | Author | Files | Lines |
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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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* Remove a few other miscellaneous warnings
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added logging of exceptions, which we'll get quite a few of at this
point most likely
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of Entities as a dictionary directly
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Eliminate gretuitious KillObject packets. KillObject is sent to the
viewer for the root part only.
Also prevents the full update on deselect that makes a deleted object
reappear and stay visible until the background deleter got around to it.
We still send 2 KillObject packets for the root prim, that could be
avoided only at a cost in reliability. One packet seems an acceptable
price to pay for consistency.
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Due to the many problems with not cleaned up child-agents, I thought it
might make sense to be able to see them on the console. 'show users' on
the region-server's console now outputs root- and child-agents (with
"root" or "child" column)
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cleanup: warnings, readability
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scene (not child agents).
* This foxed me in the osgrid meeting last week
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* a couple more remain that preferably the original coders should look at in more detail (obsolete warnings in the ogp module and not overriding warnings in the script
engine)
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Addresses the problem of ghost avatars. The problem was child-agents
sending data. Due to symmetry reasons, I considered that wrong.
Whenever an avatar A1 in region R1 looks at avatar A2 in adjacent
region R2, we have two possibilities to communicate: A2-root sends
to A1-child (both in region R2), or A2-child sends to A1-root
(both in region R1). Currently, the children send data in some cases,
and I guess the viewer gets puzzled about that and switches the child
to root as consequence (at least partly), so it becomes visible.
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Found that during my ghost-hunt: Add some logging and you see that the
counting down happens twice (once at the place that is removed by the
patch, and once caused by the actual removal of the root-/child-agent
during LLClientView.Close). With the patch applied, I end up with correct
numbers, i.e. with 0 roots and 0 children after everyone has logged out.
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to the inventory item, causing the item to wind up without a name.
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when copying within agent inventory
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llDetectedLink(). Also a small refactor to remove an interface member
from IScriptEngine.
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Remove the physics representation of link set child prims when the
link set is deleted.
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Issue is caused by the terrain height not being queried before
teleporting within the region. Teleporting between regions is
correct. Adding the neccessary checking to intra-region TP code.
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avatar sitting on the object can not telport to other regions.
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region information
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currently on Forge in a nice, friendly modular format.
* There are a lot of changes and this is quite experimental. It's off by default, but you can turn it on by examining the bottom of the opensim.ini.example for the proper OpenSim.ini settings. Remember, you still need an agent domain..
* Furthermore, it isn't quite right when it comes to teleporting to remote regions (place_avatar)
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All item sale modes are now complete.
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Sack of bolts to go with the nuts?
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now ply their trade. Is that nuts?
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animation, target omega, looped sound, script access pin, allowed
drop state and sale data. Loads it, too. Not all tested.
Code: No Nuts. Data: Cannot Guarantee Nut Free.
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and the for sale setting doesn't survive a sim restart, but this is most
of the plumbing.
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It is now possible to use module interfaces without referencing Scene.
Place those interfaces in OpenSim/Region/Interfaces. They may not
use any refs from OpenSim.Region.Environment as parameters.
This resolves a circular library ref introduced in r5949
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the first part of gesture persistence.
----------------------------------------------------------
Attachments no longer vanish on walking crossing. Teleport is still
problematic, but will now be blocked with message "Inconsistent
attachment state" rather than losing the attachment. Detach to be
able to TP in that case.
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Change user server to handle attachment assets record properly. Ensure
that attachments are not re-rezzed on region crossing. Persistence
will NOT WORK with earliser UGAI!!
Change region server to match.
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the same simulator
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Remove old comment in SnapshotStore pointed out by ChrisDown (bug #2000)
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Attachments now persist across logouts. Mostly untested.
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Attachments now save to MySQL. No reattach on login yet.
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when an attachment is deselected.
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generating the map image. Copied the code in Scene into the MapImageModule, made a few tweaks to get it to work with the module's interface.
* Refactored a few things in Scene to make maptile saving easier to understand.
* Added comments to describe the 'clever code' assetcache update without the gridasset being updated so as to lessen possible confusion in patches in the future.
* If the MapImageModule isn't loaded, default to the code in Scene still.
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to Scene.INventory.cs
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* There's still a full object update coming when you release the attachment after modifying it that's killing it sometimes.
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Type casting the normalized vector 'lookat' to int results to <0,0,0>.
This patch also adds an overload to RequestNeighbourInfo (currently unused)
that will come handy for some features I'm working on.
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Places touched:
- Added two events for in-packets to LLCLientView: RegionHandleRequest and
ParcelInfoRequest
- Added sending of two out-packets to LLCLientView: RegionIDAndHandleReply and
ParcelInfoReply.
- Scene handles the RegionHandleRequest, LandManagementModule the
ParcelInfoRequest
- Added inter-region request for LandData by RegionHandle and local position.
This was implemented as XML-RPC request. The returned LandData isn't
complete, it only contains the data necessary for answering the
ParcelInfoRequest
- Added new CAPS (0009) for RemoteParcelRequest and some methods for LandData
handling to LandManagementModule
- Added methods for fake parcelID creation and parsing to Util
- Fixed missing implementation of interface methods.
- Added new file:
OpenSim/Framework/Communications/Capabilities/LLSDRemoteParcelResponse.cs
NOTE: This is part of the patch, too.
Due to the many places touched, I would consider this patch as experimental.
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