| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
| |
save properly, as will the results of a resizer script working. Attachment
positions are no longer saved on each move, but instead are saved once on
logout. Attachment script states are saved as part of the attachment now
when detaching.
|
| |
|
|
|
|
|
|
| |
troubleshooting. It MUST be combined with e.StackTrace, or e.ToString() must
be used.
Fix one more instance of that cr.p
|
| |
|
|
|
|
| |
MapAndArray collection
|
|
|
|
| |
being migrated to AttachmentsModule
|
| |
|
| |
|
| |
|
| |
|
|
|
|
| |
script state enum to reflect recent changes.
|
| |
|
|
|
|
|
|
| |
Scene.UpdatePrimPosition() and move into AttachmentsModule
This allows region modules to change attachment positions.
|
| |
|
|\
| |
| |
| |
| |
| |
| | |
Resolve merge conflicts
Conflicts:
OpenSim/Region/Framework/Scenes/SceneGraph.cs
|
| |
| |
| |
| | |
sticking around
|
|/
|
|
| |
conditions in linking and unlinking
|
|
|
|
|
|
|
|
| |
and move into SceneGraph.AddNewSceneObject()
The new SceneGraph method is more consumable by region modules that want to extract objects from inventory and add them to the scene in separate stages.
This change also reduces the number of redundant client updates scheduled when an object is rezzed directly by a script or region module
This code does not touch direct rez by a user
|
| |
|
| |
|
| |
|
|
|
|
| |
used, but made for a very mispleading read of the code in the callers.
|
|
|
|
|
|
|
| |
nonworking ownership assignment in SOG, which messed things up before.
No longer trust the client to send the ID of the person something is copied
as, since it allows to run a script with someone else's permissions. Properly
adjust inventory ownership and perms.
|
| |
|
|
|
|
|
|
| |
isn't present in the presence dictionary
the code to do this was there but was being circumvented by newmap[agentID] before the check actually took place
|
|
|
|
| |
list of all locations fresh for every scene presence on every frame, we will instead compute the list once every 50 frames and send to all connected presences at that time. Also, we only add 60 items to the list when there are more than 60 presences in the scene. For 1000 users, this change yields a 99.8% reduction in list processing and a 98% reduction in network bandwidth for coarse locations.
|
|
|
|
|
|
|
|
|
| |
to 1 from 3
This is one step towards reducing hud glitches on region crossing, since the viewer fails to display prims if it receives child full updates before the root prim full update
This commit also introduces a mechanism in LLClientView to stop child attachment updates ever going out before the root one
This is a very temporary mechanism and will be commented out when the next step of the fix (to give root prims higher udpate priority) is committed
This code is a foreport from the equivalent changes in 0.6.9-post-fixes
|
| |
|
|
|
|
|
|
| |
that uuid is already in the scene
this means that we don't perform pointless work
|
|
|
|
|
|
| |
successfully adding an object rather than true, in defiance of its method documentation
This meant that the returns were inconsistent - false would be returned both for various scene object failure conditions (e.g. root part was null) and if the object was successfully added.
|
|
|
|
| |
now only be for simultaneous add/removes of scene presences from the scene.
|
| |
|
|
|
|
|
|
| |
is fully rezzed and all scripts in it are instantiated. This ensures that link
messages will not be lost on rez/region crossing and makes heavily scripted
objects reliable.
|
|
|
|
| |
AttachmentsModule
|
|
|
|
| |
Scene and SceneGraph. This was the only change in this patch to keep it isolated from other recent changes to the same set of files.
|
|
|
|
| |
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>).
|
|
|
|
|
|
| |
eliminating option to return the actual list. Callers can now either request a copy of the array as a new List or ask the SceneGraph to call a delegate function on every ScenePresence. Iteration and locking of the ScenePresences now takes place only within the SceneGraph class.
This patch also applies a fix to Combat/CombatModule.cs which had unlocked iteration of the ScenePresences and inconsistent try/catch around the use of those ScenePresences.
|
|
|
|
| |
AttachmentsModule
|
| |
|
|
|
|
| |
need to rationalize method names later
|
| |
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
| |
Previously, only detach was firing!
|
|\
| |
| |
| | |
This brings presence-refactor up to master again
|
| | |
|
|\ \
| |/ |
|
| |
| |
| |
| |
| |
| |
| |
| | |
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>
|
|\ \
| |/
| |
| |
| | |
This was a large, heavily conflicted merge and things MAY have got broken.
Please check!
|
| |
| |
| |
| |
| |
| |
| |
| | |
when a user teleports into a region"
The behavior introduced here is not compatible with SL
This reverts commit b6bee4999c9d238a052022f105069ea4eb85f8f4.
|
| |
| |
| |
| | |
user teleports into a region
|