| Commit message (Collapse) | Author | Age | Files | Lines |
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scene, rather than on creation of the group
* Adding to a scene is now parameterized such that one can choose not to actually persist that group
* This is to support a use case where a module wants a scene which consists of both objects which are persisted, and ones which are just temporary for the lifetime of that server instance
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representing the prim now on the mainmap.
* It isn't perfect since the blocks are square, however it's pretty good.
* Performance is also pretty good, however, if it takes too long for you, you can disable it in the OpenSim.ini
* You can see how long it takes in milliseconds on the console when it finishes.
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-2147483648 is not valid for red, I've added the following message;
[MAPIMAGE]: Your terrain is corrupted in region {0}, it might take a few minutes to generate the map image depending on the corruption level
And, I've also kept it from crashing...
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failing because they are giving an illegal initial position to ScenePresence.MakeRootAgent()
* If we detected an illegal position (x, y outside region bounds or z < 0), then print out the illegal position and substitute an emergency <128, 128, 128> instead
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* In English, that means that Copy Selection works now, including Copy Centers and Copy Rotates.
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situations and have it work.
* script Collision reporting works now in DotNetEngine
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UpdateEntityMovement() to try to preclude the
occaisional System.NullReferenceException in scene.
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reference not set to an instance of object' exception
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protected functions that only return object counts to public so it can be easily used by outside classes.
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border to a position below it. After teleporting, you can go under the terrain if you like as usual.
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interesting, but successful way to do it.
* This also takes care of a few error situations that were previously never seen.
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* Unfortunately, there's some kludges with the Async manager and the llDetected functions that I have yet to decipher... so llDetected functions don't work with collision events at the moment....
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that solves "trees are too small when rezzed"
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plumbs in the events for on_rez.
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commits
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* May help with mantis 1434 though I doubt it
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When you copy an item in inventory and paste it, the name gets lost.
Also when you use "Save as" in the Appearance Editing window the
created item in inventory has always the name "New <item-type>",
regardless of what you typed in as name.
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* User tries to log-in but is already logged in. Userserver will send message to simulator user was in to log the user out there.
* From the UserServer, admin types 'logoff-user firstname lastname message'.
* Some regions may not get the message because they're not updated yet.
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reference instead.
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noticed that Scene.Close() will only call Close on non-shared region
modules. i've now added code to SceneManager.Close() to collect all
shared region module from each scene before calling Scene.Close()
on it and then, once, all Scenes are closed, go through the list of
collected shared region modules and close them as well. SceneManager.Close()
is only called when we initiate a shutdown --- i've verified that a
Scene restart does not trigger the shutdown of shared modules :-)
also, this adds a couple of bug fixes to the IRCBridgeModule (which
after all didn't take kindly to being closed) as well as a check to
InterregionModule's Close() call.
finally, this fixes the RestPlugin's XmlWriter so that it no longer
includes the "xsd=..." and "xsi=..." junk.
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* Added a Non-finite avatar position reset. This will either handle the <0,0,0> avatar gracefully, or send the avatar to 127,127,127 if that also doesn't work. ( I've only been able to reproduce this error once on my development workstation )
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Createa a method to find out if a prim inventory contains scripts
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* Added 'detected around: value' when a x.Y detect occurs to help debug.
* Fixed object text is too long to store to the database (wikilith)
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that adds function stub to request region info by name and
adds llRequestSimulatorData() and the dataserver event
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you're a child agent before applying the changes from the grid comms. Doing this to rule it out as a source of a few bugs such as the Zombie bug and the Express Train to 0,0,0 bug.
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runscript into 3 different situations (Rez, start stop)
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tar loading code
* Currently as a test, this will successfully load only the first file of an opensim archive and do absolutely nothing with it
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llLoopSound sends out one packet to clients in view, so it doesn't work anymore
when clients enter later on, or the prim is modified in any way.
Solution: Stored sound data on prim, send full update instead.
llStartSound and llLoopSound now accept both LLUUIDs to a sound as well as object
inventory sound names. llStopSound clears prim data and sends full update.
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When renaming items in task inventory, they become useless. Fix attached
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If a script updates an object to the same position or rotation offset,
the object triggers an update and storage of the object. This become
more prevalent in sensor and timer events which may be firing frequently.
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check. It seems there may be a race. For me, this patch,
just as it is here, fixes it.
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