| Commit message (Collapse) | Author | Age | Files | Lines |
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Conflicts:
OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
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constructor and never subsequent set to null.
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potential bad update that places an object at the opposite side of the
origin sim for a moment before actually crossing it. Especially important in
grids like OSG where lag between sims is high.
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Conflicts:
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that had come up after the NPC was created.
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Conflicts:
OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
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Conflicts:
OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs
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Conflicts:
OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
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Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
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variable in OpenSim.ini and Regions.ini match
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with region heartbeats
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Conflicts:
OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
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visitors at all. On Leaving a sim, save only the changed ones. Don't save
all scripted stuff when leaving a sim.
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for adding similar show commands.
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Conflicts:
OpenSim/Region/Application/OpenSimBase.cs
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scene objects.
These can be run using the "nant torture" target. They are not part of "nant test" due to their long-run future nature.
Such tests are designed to do some testing of extreme situations and give some feedback on memory usage, etc.
However, data can be inconsistent due to different machine circumstances and virtual machine actions.
This area is under development.
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Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
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spawn points
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Conflicts:
OpenSim/Region/Framework/Scenes/ScenePresence.cs
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Move setting from ini to existing facitilies - thanks justincc
toggle with console command: debug teleport
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Add configuration option - DEBUG to enable debugging methods. This is temporary for helping users testing teleport routing be able to report back the data with the test cases. We can remove when finished with this, or leave it if it proves to be useful.
Users: set DEBUG = true in OpenSim.ini to get more information from teleport routing. The default is false. It presently prints the TeleportFlags value.
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Switch to our TeleportFlags enum instead of LibOMV because we need to define a type for HG Logins. Also moved some debugging in ScenePresence into a function to make it simpler to enable/disable.
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Conflicts:
OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
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Conflicts:
OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Services/Connectors/Asset/AssetServiceConnector.cs
OpenSim/Services/Interfaces/IUserAccountService.cs
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01ae916bad672722aa62ee712b7b580d6f5f4370 r/17324 (Nov.18, justincc). But the root cause comes from commit 02e54c57c4901167779f07ed3e89fb1d24ffc22a Author: Oren Hurvitz Date: 7/22/2011
This is a nasty situation. The map tile UUID is, in principle, stored authoritatively in RegionSettings. However, it also needs to be stored in the Grid Service because that's how other sims can retrieve it to send it in Map Blocks to non-V3 viewers. So every time the tile image changes, that change needs to propagate to the Grid Service, and this is done via RegisterRegion (ugh!). Interestingly, this problem didn't affect grids because by default AllowRemoteDelete is false, so the prior images aren't being deleted from the asset servers -- but they were not being correctly updated in the map either, the map was stuck with old images.
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external as a property
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boolean setting in the OpenSim.ini config [Startup] section.
Naturally, default is true.
When set to false, "phantom" flags on prims can be set as usual but all prims remain phantom.
This setting is for test purposes.
This switch does not affect the collision of avatars with the terrain.
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