| Commit message (Collapse) | Author | Age | Files | Lines |
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Inform neighbours we are up before the finished messages.
Always send the "[RegionReady]: INITIALIZATION COMPLETE FOR" message.
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Sometimes.
Code filled with gotos may be spaghetti code, but object oriented code
can be like chopped spaghetti. At least with gotos you can follow them.
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Are you a local? Asking for a friend.
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to certain other groups.
It doesn't let them know, though the last group added will be their
active group. This replaces a PHP script I used to use, that got broken
by a PHP update. It also didn't let people know, no one complained.
This is better.
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Now we have to fix all the viewers that though it would be great to
enshrine this bug in viewer side.
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Which includes looking for designated floor prims, which have ^ as the
first character of their description.
Don't do "teleport from above" when we have proper coords.
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Mostly removing console spam.
Default to INFO on the console and DEBUG in the log files.
More time stamp resolution.
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null where the object should be.
This prevents a later load IAR failure.
This code is currently only used by IAR loading.
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sends an asset transaciton but it is empty. So we can't ignore name data
when a transaction is present and can't treat every transaction as valid.
Conflicts:
OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
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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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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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Setting this logs extra information about animation add/remove, such as uuid and animation name
Unfortunately cannot be done per client yet
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other than the object currently sat on
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rather than just saying it happened.
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scene <key> <value>" to "debug scene set <key> <value>" to accomodate future settings
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disable periodic scene backup. For debug purposes.
If false, scene is still saved on shutdown.
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As per http://wiki.secondlife.com/wiki/LlGetLinkKey
This is done by keeping a scene-object wide list of sitters.
This also fixes bugs in this function where linknums 0 and 1 weren't treated properly if there were sitting avatars on a single prim.
This also fixes a minor race condition for multiple concurrent sitters on a prim with no current sitters by locking on the object-wide list rather than individual sop lists
Addresses http://opensimulator.org/mantis/view.php?id=6477
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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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Also made it so llSetStatus() can individually enable disable rotation axi using the bitmask of flags.
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test. This seems to cause border crossing to be sensed either a little early or a little late depending on which directin the object is moving. If border crossings become totally borked or someone remembers why this was displacement was done, revert this change.
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more helpfully log the name, id, position and region of that object.
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use (such as logging anim pack contents sent to clients)
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causing subsequent issues if physics was re-enabled.
Added regression tests
Addresses http://opensimulator.org/mantis/view.php?id=6365
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instead of HandleSitRequest. This eliminates m_nextSitAnimation, an unneeded state-saving variable in ScenePresence
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in, to avoid race conditions on the client.
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Inventory transfers: don't do async on asset transfers or now.
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aim of avoiding OpenSimulator problems due to script thread aborts.
When an object is removed, its scripts are stopped and then the thread running them is aborted if stop takes too long.
However, it appears that aborting a thread at just the wrong moment when it is obtaining a ReaderWriterLockSlim lock can leave this lock in an inconsistent state.
One symptom of this is that mono leaps to 100% cpu and a vm thread dump reveals lots of threads waiting for a ReaderWriterLockSlim lock without any thread actually holding it.
This is probably the same problem as encountered originally in commit 12cebb12
This commit looks to plaster this problem by putting lock obtaining methods inside finally blocks which should be uninterruptible by thread aborts.
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functionally identical.
Move TestDeleteSceneObjectAsync() and TestDeleteSceneObjectAsyncToUserInventory() from SceneObjectBasicTests -> SceneObjectDeRezTests
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BasicInventoryAccessModule() and re-enable in test suite.
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automatically turns off any logging enabled between tests
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physics error
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various console commands (e.g. "show users") from working.
This was because the "currently selected" scene reference was being left as the dead scene instead of the restarted Scene object.
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