| Commit message (Collapse) | Author | Files | Lines |
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This is not used for anything - appearances are always properties of objects with ids (ScenePresence, AgentCircuitData) and just has the potential to get out of sync when the appearance is cloned.
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region name exactly matches (not near matches)
This is to prevent situations where the first name returned by GridService.GetRegionsByName is not one that exactly matches the given region name, even when there is an exact match later on in the list.
Only the above two functions call this teleport method (the map uses a different routine) so this seems safe to change.
Addresses http://opensimulator.org/mantis/view.php?id=5606
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authorization service rather than from the account.
This is to accomodate situations where the authorization service is being used by the hypergrid, where visitors have no user account.
See http://opensimulator.org/mantis/view.php?id=5517, this code is somewhat adapted/cleaned up from Michelle's patch
I'm a little ambivalent about this since visitors could put anything in firstname/lastname so it's not much of an auth measure.
It's up to the auth service to decide which data it actually uses.
Possibly we should be passing through other info such as agent circuit ip
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Signed-off-by: Melanie <melanie@t-data.com>
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consistency
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it actually does and is more consistent with other method names.
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the sculpt data has been added to the shape (possibly via an async asset service request)
This prevents spurious 'no asset data' for meshes added on startup.
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don't do the unnecessary work of copying the base shape.
Just setting the new base shape is enough to reinsert the sculpt data and set the taint.
Also cleans up a few more left-in debugging messages.
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If a user with a very large inventory right-clicks on their "My Inventory" folder, viewer 1 code will send a massive number of Fetchinventory requests.
Even though each is handled asynchronously via a pool thread, the sheer frequency of requests overwhelms the pool and freezes inbound packet handling.
This change makes the first Fetchinventory thread also handle subsequent requests, freeing up the other threads.
Further efficiencies could be made by handling all the items in a particular FetchInventory request together, rather than separately.
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This now creates an avatar but appearance is always cloudy.
Move doesn't work.
Really, creating an NPC should only involve a ScenePresence rather than doing anything with IClientAPI, since an NPC has no viewer to communicate with!
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button by foreign visitors. Added command to the UserManagementModule to list all the known bindings between user UUIDs and their names: show user-names.
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that they know when the scene's objects have been loaded from the DB.
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supporting HG landmarks.
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Added an event to signal the eabling of logins and added an alert to send to a configured service.
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This just covers script loading for now. More to come.
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backup is not used.
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the SceneGraph is torn down.
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copy/pasting code with small differences
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GetSOP method
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registers/unregisters capabilities and a specific bunch of capability implementations in Linden space called BunchOfCaps.
Renamed a few methods that were misnomers.
Compiles but doesn't work.
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usual way
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the agent and all attachments. Preserves backwards compatibility -- older sims get passed attachments one by one. Meaning that I finally introduced versioning in the simulation service.
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bounding box and offset numbers.
Extend test to check position of objects in the rezzed coalescence.
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used by the TestRezCoalescedObject() regression test.
This structure matches the existing one for SceneObjects and will allow code to be reused by the uuid gatherer, other tests, etc.
Test is not yet fully implemented due to a bug in rezzing coalesced objects where they all get the same name as the item.
Only one object should get the same name as the item, which appears to be the one selected last when the the objects were coalesced in the first place.
This bug will be addressed shortly.
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with the fact that it's one word rather than two.
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However, the calls to the land management module to record prims need to remain, since they were also being used to return owner object lists, etc.
This is probably why prim counts were being done there in the first place.
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WARNING!!!!!
You can TAKE them, but you can't REZ them again. Only the first of the contained
objects will rez, the rest is inaccessible until rezzing them is implemented.
Also, rotations are not explicitly stored. This MAY work. Or not.
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listen for that rather than EventManager.OnParcelPrimCountAdd
OnParcelPrimCountAdd had the wrong semantics for the PrimCountModule - it was invoked for every entity in the scene, not just new ones, which would screw up the untainted count.
Extend automated test for this scenario.
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clearer what they relate to.
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child agents in neighbor regions. This means you can extend
the view on a simulator beyond the default 3x3 regions.
This uses a region default draw distance and should be
replaced at some point by the avatar specified draw distance.
That will require more careful, dynamic recomputation of child
agents every time the draw distance changes.
WARNING: this is experimental and has known instabilities. specifically
all regions "within site" should be running the same default draw distance
or agents will not be closed correctly.
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Stop tests setting up a capabilities module by default
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frame number.
This makes Scene.Update() match its original description of performing a single update, which also matches the semantics of SOG and ScenePresence.
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osTeleportOwner.
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"emergency-monitoring on/off"
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