| Commit message (Collapse) | Author | Files | Lines |
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the verb at the front
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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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* this is now done in AttachToScene()
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AttachToScene())
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* Fix llSetStatus() and llSetPrimitiveParams()
* Thanks idb
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* remove a debug line I accidentally left in there
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scene
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Too many fixes to list.
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be done by other means
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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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- fixes IRCBridgeModule's XmlRpc method really paying attention to
region parameter
- cleans up indentation in IRCBridge code
- fixes ConciergeModule exception on client logout
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fix issue 2512
- correct attachment offset; fix issue 2513
- thanks Thomas for the patches
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* Inserts proper animation state names into data/avataranimations.xml file so that llGetAnimation() works as one would expect.
* Thanks StrawberryFride!
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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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was cleared before using it to find the children.
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avatar is remote or offline.
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* Added additional error message when a Object/SOG DB save fails so we can trace why.
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on-/offline updates, calling cards for friends.
This adds methods in the DB layer and changes the MessagingServer, so a full
update (incl. UGAIM) is necessary to get it working. Older regions shouldn't
break, nor should older UGAIM break newer regions, but friends/presence will
only work with all concerned parts (UGAIM, source region and destination
region) at this revision (or later).
I added the DB code for MSSQL, too, but couldn't test that.
BEWARE: May contain bugs.
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SOP.IsAttachment
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false if the group is already deleted)
* This is to avoid repetitive null checks - I'm beginning to think that blasting away the root part on object deletion is actually a bad move. Perhaps we should leave it around
and let the client ignore any superfluous packets (which it may well do anyway), since we're constantly exposing a race condition
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* Don't save attachments on saving oar, which stops them coming back as ghost prims
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with the old Grid Instant Message over OGS1. Refactor the EventManager
to be independent of the rigid module structure design imposed by
the current implementation. Message routing is now done in the destination
module rather than in the event manager. This way, more or less granular
solutions are possible without core changes.
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print this out to the log once
* This may help us detect if mysterious UDP disconnects are happening because of this.
* Shouldn't be any functional change but I would appreciate a buddy check from Teravus if he has time (as for all client stack changes)
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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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* set debug scene name on scene registration, rather than within the Scene constructor
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get through after the malformed ones have been sent
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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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The attached patch fixes the bug where when linking in a new set of
prims to an already linked set of objects the prims were placed at the
end of the list rather than just after the root prim. ie. link prim
order result was different on OpenSim compared to an LL server. This
causes a few issues with respect to compatibility of scripts,
especially when using llCreateLink.
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