| Commit message (Collapse) | Author | Age | Files | Lines |
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need to rationalize method names later
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CheckForSignificantMovement()
* Removed a lock on "return m_neighbours.Count" in GetInaccurateNeighborCount(). Dictionary<>.Count by itself does not benefit from locking
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root prim until right clicked (or otherwise updated).
The root cause of this problem was that multiple ObjectUpdates were being sent on attachment which differed enough to confuse the client.
Sometimes these would eliminate each other and sometimes not, depending on whether the scheduler looked at the queued updates.
The solution here is to only schedule the ObjectUpdate once the attachment code has done all it needs to do.
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be rewritten, because they are doing agent manipulations in the wrong way, so they're fairly meaningless.
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this needs more testing, but everything is there.
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into presence-refactor
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This brings presence-refactor up to master again
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CreatorID, it doesn't modify database backends or OAR files to support storing/loading it
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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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This resolves the problem where eyes and hair would turn white on standalone configurations
When a client receives body part information, for some insane reason or other it always ends up uploading this back to the server and then immediately re-requesting it.
This should have been okay since we stored that asset in cache. However, the standalone asset service connector was not checking this cache properly, so every time the client made the request for the asset it has just loaded it would get a big fat null back in the face, causing it to make clothes and hair white.
This bug did not affect grids since they use a different service connector.
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Scene.AddSceneObject since this wraps a check that is much less clear
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incoming scene object
Add a read-only Attachments property to ScenePresence
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This was a large, heavily conflicted merge and things MAY have got broken.
Please check!
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when a user teleports into a region"
The behavior introduced here is not compatible with SL
This reverts commit b6bee4999c9d238a052022f105069ea4eb85f8f4.
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user teleports into a region
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Send continuous touch() events if the left mouse button is held down while moving over an object
This conforms with Linden Lab practice
Thanks Revolution
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When an object was deleted, the remove script instance call was aggregating the scripting events as normal.
This would queue a full update of the prim before the viewer was notifed of the deletion of that prim (QuitPacket)
On some occasions, the QuitPacket would be sent before the full update was dequeued and sent.
In principle, you would think that a viewer would ignore updates for deleted prims. But it appears that in the Linden viewer (1.23.5),
a prim update that arrives after the prim was deleted instead makes the deleted prim persist in the viewer. Such prims have no properties
and cannot be removed from the viewer except by a relog.
This change stops the prim event aggregation call if it's being deleted anyway, hence removing the spurious viewer-confusing update.
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* Moved TeleportClientHome to EntityTransferModule
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yet.
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ssh://diva@opensimulator.org/var/git/opensim into presence-refactor
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This merge was very conflicted. I think I got them all, but I can't be sure.
I had to merge to master or risk divergence to the point of unmergeability.
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and region. The non-error case should be compatible, so no version bump.
Untested.
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logins disabled until enabled from the console. Add the AccessModule (WIP)
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objects too.
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the new AgentTransferModule, in line with what MW started implementing back in May -- ITeleportModule. This has been renamed IAgentTransferModule, to be more generic.
* HGSceneCommunicationService has been deleted
* SceneCommunicationService will likely be deleted soon too
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m_SimulationService, because it may be null...
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service doesn't exist in the distribution.
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with 2 simulators. Everything seems to be working, including border crosses. TPs (prim crossing) need love now.
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Appearance is now being passed with AgentCircuitData, as it should be.
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deleted, including old LoginService.
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* CommsManager.AvatarService rerouted
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* HG is seriously broken here
* Compiles. Untested.
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UserProfileService.
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