| Commit message (Collapse) | Author | Files | Lines |
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find it in the cache.
Commented out the Standalone teleport test because it's failing, and the scene setup is very confusing. I suspect it may be wrong -- the connectors-as-ISharedRegionModules are being instantiated several times when there are several scenes.
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neighbours in the grid service modules.
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HypergridServerConnector.cs/HypergridServiceConnector.cs, away from Region.Communications and HGNetworkServersInfo.
Fixed small bugs with hyperlinked regions' map positions.
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completely functional.
Also fixed the notification of the message server in standalone -- that server doesn't usually exist.
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minimally. A few bugs to catch now.
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before border crossing
* Fixes 'Inconsistent Attachment State' when teleporting into another region besides the SW most region slot on a MegaRegion.
* Fixes a host of other unintended attachment border cross edge cases that lead to Inconsistent attachment state.
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teleport around now. (but it still doesn't fix the inconsistent attachment state when teleporting into region slots that are not the south west region on megaregions)
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the scene itself but SceneCommunicationService, for now. Beginning to clear the code from using Region.Communications. grid stuff.
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now including iVoiceModule
This patch allows the land owner to dynamically set the SIP address of a particular land parcel from script. This allows predetermined SIP addresses to be used, making it easier to allow non OpenSim users to join a regions voice channel.
Signed-off-by: dr scofield (aka dirk husemann) <drscofield@xyzzyxyzzy.net>
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Eliminate dynamic capsule wobble. Instead introduce a small, fixed
tilt, and allow the tilt to rotate with the avatar while moving; the
tilt always faces away from the direction of avatar movement. The
rotation while moving should eliminate direction-dependent behavior
(e.g. only being able to climb on top of prims from certain directions).
Falling animation is still too frequently invoked.
Ideally the tilt should be completely eliminated, but doing so
currently causes the avatar to fall through the terrain.
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llDie() not always completely working, I discovered I was
getting a lot (60+ over 6000 iterations of the test case)
null pointer exceptions in various physics related checks in
SceneObjectPart. It was apparent that the (frequent) checks for
PhysActor being non-null is an insufficient protection in a
highly asynchronous environment. The null reference exceptions
are one example of failure, but it could also happen that a
sequence started with one instance of a PhysicsActor might
finish with another?
Anyway, I have implemented a safer mechanism that should
stop the errors. I re-ran my test case with the fix in place,
and completed nearly 1000 iterations without a single occurrence.
SceneObjectPart is seriously in need of rejigging, if not for
this reason, then for its ridiculous size.
Signed-off-by: dr scofield (aka dirk husemann) <drscofield@xyzzyxyzzy.net>
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EntityBase.Rotation * Removed SceneObjectGroup.GroupRotation and added overrides for Scale/Rotation/Velocity
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null checks on m_rootPart
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refactor GetUserInfo() to eliminate copypasta
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and can be displayed at the client when an avatar is denied access to a region
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to try to mitigate a mono assert. Same functionality done a different way.
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* Changed the Destination ID to 0 in the TeleportFinish Event (why did we have it as 3?)
* Added border based trigger teleports
* Fix MakeRootAgent border cross tests for ensuring that the position is inside the region to use the borders to figure out if it's outside the Region
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always grant access to an avatar entering the region if requested.
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1 rather than version 0
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method. This off by one error showed one extra row of neighbors on the north and east side
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murky. This affects Mono only.
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against a literal number
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and have it appear 5 regions over bug by limiting the stored position in the asset to Constants.RegionSize. The stored position in the asset gets overwritten anyway by the rezzing routine, but at least this way, there's no chance of the objects border crossing before the rezzing routine finishes.
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neighbors. There still may be issues with crossing into the mentioned neighbors of the virtual regions. This makes regions larger then 512x512 (3 virtual regions) display fully to clients.
* Uses a grid request multiple times, so the more regions are in the instance, the longer logging in takes. Consider this temporary until there's a RegionInfo request similar to the MapItem Request.
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* Move the neighbor region lookup to another method from where it was before in EnableNeighbourChildAgents.
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have been in this commit slipped in. If the last heartbeat is more than
2 seconds ago, kill that thread and start a new one. Untested.
his commit adds support to let the first heartbeat complete unconditionally,
since it is almost always longer.
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is too high up for that type of stuff. It needs to be at the
connector/handler level
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to replace the delegate
* RegionCombinerModule replaces this delegate and distributes the CoarseLocationUpdates through the client connection in the region where the user would be if it was a separate region.
* Fixes Mini Map display on combined regions.
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* Breaks up the Client event registrations in Scene into methods of similar event types. The generic event registration registers all of the event types.
*Created symmetrical Un-Registration methods.
* Made the Registration and Unregistration methods public
* Hooks The events required for creating new prim and rezzing new prim into the proper scene.
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Stop save iar test wrongly relying on thread pulsing (still disabled though)
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right in the new border framework.
* This also contains some inactive preliminary code for disconnecting combined regions that will be used to make one root region a virtual region of a new root region.
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and idle performance.
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borders! yay
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into region X,Y
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