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rather than actually attached objects
By checking against the grid's Avatar data, we can ignore viewer side attachments but still initiate these calls simulator-side.
Initiating simulator-side is always necessary for version 1 viewers.
This is a further commit to resolve http://opensimulator.org/mantis/view.php?id=6581
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scripts in attachments.
This was because the script resumption in AttachmentsModule was firing the attach event instead.
Had to reinstate the code in 285bd3a do we can resume the scripts there instead, though the bug existed before its removal.
This is to resolve http://opensimulator.org/mantis/view.php?id=6578
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ScenePresence.MakeRootAgent(), since this is already done in AttachmentsModule
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simulator-side rez attachments call.
This is a further effort to reduce v3 viewer race conditions where this call may clash with the viewer signalling attachment wearing from its current outfit folder.
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attachment code when created.
Regression from previous commit c2093ccc. Failed because NPCs don't set the ViaLogin flag
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with the other attachments code, using TeleportFlags.ViaLogin check to fire if necessary.
This is to simplify the code (no tricky 'wasChild' signalling required)
and to reduce the risk of a thread clash between simulator-side attaching (necessary for v1 viewers)
and the viewer-side attaching the v3 viewers perform.
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currently with a 10 second delay before auto-reteleport to the correct location.
This now does a check for border crossing (required to trigger the teleport) immediately in SP.MakeRootAgent().
If left any later, it looks like the physics scene changes the position and stops the cross happening.
If done any earlier, nothing happens because the cross-code currently requires a PhysicsActor to be in place, thuogh it's probably not necessary for this case.
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This is relevant to mega-regions where the borders are very different to a regular region.
Also adds some method doc and other code comments.
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Scene.CompleteMovement() in order to make all multi-attachments appear on the destination region.
For some reason, sending updates before this will not have this effect.
This may be something related to some viewers (e.g. LL 3.3.4) or something OpenSimulator isn't getting quite right.
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This addresses http://opensimulator.org/mantis/view.php?id=6567
This creates a ScenePresence.GetWorldRotation() with the same semantics as SOP.GetWorldRotation()
SP.Rotation can't be used since it's relative to the sat upon prim if the avatar is sitting.
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Unlike a much earlier commented out version of this test, this is done in synchronous mode.
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set only for region crossing and not teleport, etc.
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Fix bug that allowed only login access to regions with mis-configured telehubs. Administrators now have teleport access when there exists a mis-configured telehub in the region. Estate owners are now placed at region center in the absence of spawnpoints instead of being denied access. Grid Gods are unrestricted. All others are denied access to the region until spawnpoints are assigned to the telehub object.
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additional roll when pressing page down, and reducing your roll when pressing page up to make it feel more responsive and give the user more visual feedback.
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(General, not physics). Makes flying not feel as stiff.
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sit on a prim we're already sat upon, rather than looking up the part from scratch.
An adaptation of commit 055b8a2
Having both ParentID and ParentPart references now is redundant. ParentID should probably be eliminated.
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default animation but continue to allow scripts to do so.
This keeps the fix from http://opensimulator.org/mantis/view.php?id=6327
and fixes the behaviour regression in http://opensimulator.org/mantis/view.php?id=6483
Animations may still exhibit different behaviour if both scripts and clients are adjusting animations.
A change in the behaviour of client AO to not remove all animations may be a better long term approach.
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other than the object currently sat on
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will be a no-op for ODE but enables asymmetrical avatars for BulletSim.
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velocities of zero.
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instead of HandleSitRequest. This eliminates m_nextSitAnimation, an unneeded state-saving variable in ScenePresence
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code is there
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No change to existing functions.
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For debugging purposes.
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attachment point
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name of user and the region they are in
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This fixes the problem of non-base shapes (cubes and spheres)
falling through the terrain.
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property multiple times every time Update is called.
This eliminates zillions of settings which is better for BulletSim.
The should be no functionality change.
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various places due to race conditions.
Even where checks are being made they aren't enough since they all assume that the Animator they just checked is still there in the next line, which is not necessarily the case without locking.
The memory used is small and these should be GC'd anyway when the SP is released. If this is not happening then the wider problem of old SPs being retained needs to be resolved.
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avatar to sit in the position given if no sit target was set.
Previous behave was that the second avatar could not sit.
This matches behaviour observed on the LL grid.
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and SOP.RemoveSittingAvatar()
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This reverts commit c8f0d476d2f775ba4d7afca12eeff527b46bb8e2.
On reconsideration, I think this is less readable since immediately following code still sets SitTargetAvatar directly
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rather than creating a new copy
There are no issues with side-effects since this is a struct.
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property rather than being repeated in SP.
This also makes the detection in SP.FindNextAvailableSitTarget() and SendSitResponse() identical.
Previously they varied slightly (SendSitResponse didn't check for an older type of invalid quaternion) but the practical effect is most probably zero.
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This prevents a stack overflow where a get position on the avatar will refer to the attachment which will in turn refer back to the avatar.
This required recording of all sitting avatars on a prim which is done separately from recording the sit target avatar.
Recording HashSet is null if there are no sitting avatars in order to save memory.
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AttachmentsModule.
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delete first to avoid a hud race condition with update threads.
If delete doesn't occur first then the update thread can outrace the IsAttachment = false necessary to save attachments and send hud artifacts to other viewers.
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ETM.DoTeleport() if an agent needs closing.
This is always done as part of Scene.RemoveClient()
Also refactors try/catching in Scene.RemoveClient() to log NREs instead of silently discarding, since these are useful symptoms of problems.
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