| Commit message (Collapse) | Author | Files | Lines |
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halting visual behavior of large group deletes and eliminates the packet flood
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affected.
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TeleportStart, and now sending this upon all teleports, not just some, and in the right place (EntityTransferModule).
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Clean up use of AttachObject throughout, reduce number of overloads
and number of parameters
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Clean up use of AttachObject throughout, reduce number of overloads
and number of parameters
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we used to send before slimupdates and explicitly send it
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parameter. Now modules themselfs don't necessarily need to convert strings to byte arrays. Added this as it was removed in LightShare patch.
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Prioritizer.cs
* Simplified the interest management code to make it easier to add new policies. Prioritization and reprioritization share code paths now
* Improved the distance and front back policies to always give your avatar the highest priority
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processed before the presence has bound to receive events. Fixed this by adding packets to a queue and then processing them when the presence is ready.
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packet
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the effect of killing a newly connected client.
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original behavior of avatar update sending and has a simplified set of IClientAPI methods for sending avatar/prim updates
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Signed-off-by: dahlia <dahliaTrimble@gmail.removeme.com>
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This allows scripts to set WindLight parameters for clients connecting
to a region. Currently, this is only supported by the Meta7 viewer.
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GetAvatars have been removed to consolidate locking and iteration within SceneGraph. All callers which used these to then iterate over presences have been refactored to instead pass their delegates to Scene.ForEachScenePresence(Action<ScenePresence>).
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Signed-off-by: Melanie <melanie@t-data.com>
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Signed-off-by: Melanie <melanie@t-data.com>
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this to both parties
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this needs more testing, but everything is there.
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Fixes: Undo, T-pose of others on login, modifiedBulletX works again, feet now stand on the ground instead of in the ground, adds checks to CombatModule. Adds: Redo, Land Undo, checks to agentUpdate (so one can not fall off of a region), more vehicle parts. Finishes almost all of LSL (1 function left, 2 events).
Direct flames and kudos to Revolution, please
Signed-off-by: Melanie <melanie@t-data.com>
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* Handle logout properly. This needed an addition to IClientAPI, because of how the logout packet is currently being handled -- the agent is being removed from the scene before the different event handlers are executed, which is broken.
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will be honored now, while allowed groups will not. This requires additional
groups module integration work
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Signed-off-by: Melanie <melanie@t-data.com>
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Provisionally applied to fix the naming. Signatures are still subject to change.
Signed-off-by: Melanie <melanie@t-data.com>
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Applied with change: Changed spelling to Summary (from Summery)
Signed-off-by: Melanie <melanie@t-data.com>
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Applied with major changes. Core functionality commented pending review
for possible rights escalation. No user functionality yet.
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InventoryDescendents packet. Testing has shown that UDP inventory now
works flawlessly and, unlike CAPS inventory, doesn't download the entire
agent inventory on start. Neither does it incessantly re-request folder
NULL_KEY. Therefore, I have disabled CAPS inventory.
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re-prioritizing updates
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implements a simple distance prioritizer based on initial agent positions. Re-prioritizing and more advanced priority algorithms will follow soon
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Scene
* Added some missing implementations of IClientAPI.RemoteEndPoint
* Added a ClientManager.Remove(UUID) overload
* Removed a reference to a missing project from prebuild.xml
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performance by removing locks, and replace LLUDPClientCollection
* Removed the confusing (and LL-specific) shutdowncircuit parameter from IClientAPI.Close()
* Updated the LLUDP code to only use ClientManager instead of trying to synchronize ClientManager and m_clients
* Remove clients asynchronously since it is a very slow operation (including a 2000ms sleep)
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of EntityBase.Rotation * Removed SceneObjectGroup.GroupRotation and added overrides for Scale/Rotation/Velocity"
This reverts commit 39842eb4af3b5a8c52d56c0f7f05ad54f0651bb0.
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of EntityBase.Rotation * Removed SceneObjectGroup.GroupRotation and added overrides for Scale/Rotation/Velocity"
This reverts commit 39842eb4af3b5a8c52d56c0f7f05ad54f0651bb0.
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EntityBase.Rotation * Removed SceneObjectGroup.GroupRotation and added overrides for Scale/Rotation/Velocity
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null checks on m_rootPart
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Handler - ref mantis #4010
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a raycast test safely.
* Test for prim obstructions between the avatar and camera. If there are obstructions, inform the client to move the camera closer. This makes it so that walls and objects don't obstruct your view while you're moving around. Try walking inside a hollowed tori. You'll see how much easier it is now because your camera automatically moves closer so you can still see.
* Created a way to know if the user's camera is alt + cammed or just following the avatar.
* Changes IClientAPI interface by adding SendCameraConstraint(Vector4 CameraConstraint)
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linkset, made each of those prims rotate around its own centre rather than around the geometric centre of the selection like they should do (and like the client expects).
This involved adding a new OnUpdatePrimSingleRotationPosition event to IClientAPI so that we can get the changed position from the client.
Btw adding new events to IClientAPI is really tedious where you have to copy the change across to at least 5 or 6 other files.
[Note this doesn't fix the bug where any rotation changes to the root prim (but not the whole linkset) cause rotation errors on the child prims.]
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