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* If the root prim has a camera-at or camera-eye setting and a sat upon child ↵Justin Clark-Casey (justincc)2014-05-221-0/+7
| | | | | | prim does not, use the root prim offsets. This matches behaviour just tested on the Linden Lab grid.
* Fix issue where llSetCameraAtOffset() and llSetCameraEyeOffset() in non-root ↵Justin Clark-Casey (justincc)2014-05-221-0/+4
| | | | | | | | prims moved camera/focus to wrong position. For non-root prim, eye offsets now need to be made relative to root prim if either camera-at or camera-eye are set. Probably a regression since November 2013 when all sits were made relative to root prim to match viewer expections (and fix other bugs). Addresses http://opensimulator.org/mantis/view.php?id=7176
* Add regression test for in-range chat between neighbouring regions from east ↵Justin Clark-Casey (justincc)2014-05-221-1/+4
| | | | to west.
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimDiva Canto2014-05-224-12/+25
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| * minor: Comment out currently unused log setup in TerrainCompressorJustin Clark-Casey (justincc)2014-05-201-1/+1
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| * minor: Remove some unused fields in ScenePresenceJustin Clark-Casey (justincc)2014-05-201-3/+0
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| * minor: remove compiler warning in SceneObjectPartInventoryJustin Clark-Casey (justincc)2014-05-201-1/+1
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| * Fix issue where avatar and script chat could sometimes be heard from ↵Justin Clark-Casey (justincc)2014-05-201-3/+8
| | | | | | | | | | | | | | | | | | | | anywhere in neighbouring regions. This was due to a silent uint overflow in ScenePresence.UpdateChildAgent() corrupting child agent positions when the child agent was in a region with a greater x or y map co-ord than the root agent region Probably introduced in beeec1c. This still will not function properly with very high region map co-ords (in the millions) but other parts of the code don't handle this properly anyway. Looks to address http://opensimulator.org/mantis/view.php?id=7163
| * Tell QueryAccess explicitly whether the user is coming in via Teleport or ↵Oren Hurvitz2014-05-191-2/+2
| | | | | | | | | | | | Cross, because the permission checks are different. Previously we used a heuristic of checking if the entry position is 0 to differentiate between Teleport and Cross, but that doesn't work anymore since we've started providing the precise entry position for cross, too. That's required in order to ensure that the user is allowed to enter the parcel that he's walking into.
| * Return more specific error messages if an attempt to enter a region fails ↵Oren Hurvitz2014-05-191-2/+13
| | | | | | | | due to permissions (in QueryAccess and IsAuthorizedForRegion)
* | Fixed a problem with detaching attachments in situations where the user's ↵Diva Canto2014-05-221-1/+3
|/ | | | asset server is not the same as the simulator's asset server. Unfortunately this still continues to be wasteful -- new assets are created every time an attachment is detached, but the process of storing the new asset goes through the InventoryAccess module, which does all sorts of checks regarding the users' inventory.
* Don't trigger ItemUploaded when no item has been uploaded.Diva Canto2014-05-181-6/+9
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* Don't fetch assets from the server when doing simple inventory operations ↵Diva Canto2014-05-181-51/+28
| | | | like copy-paste items in inventory.
* On ScenePresence.MakeChildAgent(), reset the m_originRegionID as this is ↵Justin Clark-Casey (justincc)2014-05-141-0/+5
| | | | | | currently being used as a flag to orchestrate destination simulator threads on teleport. If not reset, it's possible that teleports back and forth between simulators may not restart scripts in attachments.
* Remove a race where the client's SP.CompleteMovement() thread could attempt ↵Justin Clark-Casey (justincc)2014-05-141-3/+6
| | | | | | | to restart attachment scripts before the source simulator's SP.UpdateAgent() thread had added them. This commit changes the order of code so that attachments are re-added before the CompleteMovement() thread is released. Relates to http://opensimulator.org/mantis/view.php?id=7148
* minor: Add some method doc to IMessageTransferModuleJustin Clark-Casey (justincc)2014-05-121-0/+18
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* For XmlRpcGroups (Flotsam) module, when MessageOnlineUsersOnly = true, ↵Justin Clark-Casey (justincc)2014-05-121-0/+2
| | | | | | | | handle notices to offline users directly as known undeliverable messages rather than discarding or attempting delivery. Offline notices can still be controlled with the [Messaging] ForwardOfflineGroupMessages setting. Looks to address more of http://opensimulator.org/mantis/view.php?id=7037 Only for Flotsam now for testing, but if approach works should be possible with core offline notices as well.
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimDiva Canto2014-05-075-42/+109
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| * Console commands for Estate MgmtDev Random2014-05-061-0/+3
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| * Fix avatars going to corner of region when they are sitting on a child prim ↵Vegaslon2014-05-061-1/+1
| | | | | | | | and the prim is deleted.
| * When moving an item from a prim to a user's inventory, don't delete the item ↵Oren Hurvitz2014-05-061-4/+25
| | | | | | | | from the prim until it was successfully copied to the user
| * Show more meaningful error messages when failed to move an item from a prim ↵Oren Hurvitz2014-05-062-24/+46
| | | | | | | | | | | | to a user's inventory. Also, actually show the error to the user in more cases. (Previously, sometimes the operation failed without telling the user anything.)
| * Show more meaningful error messages when failed to give an item to another userOren Hurvitz2014-05-062-14/+35
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* | Makes it possible to support grids in which all the simulators share all ↵Diva Canto2014-05-041-4/+11
|/ | | | | | | | central services of a Robust server EXCEPT assets. In other words, grids where the simulators' assets are kept in one DB and the users' inventory assets are kept on another. When users rez items from inventory or take objects from world, an HG-like asset copy takes place between the 2 servers, the world asset server and the user's asset server. This makes the simulators independent of the central asset server. Note that this an advanced configuration and requires some security strengthening coming up.
* minor: convert back some tabs to spaces that got into ScenePresence via ↵Justin Clark-Casey (justincc)2014-04-291-4/+4
| | | | recent patch bc969a6b
* Restore terrain height and flying adjustments that were eliminated from ↵Justin Clark-Casey (justincc)2014-04-291-28/+28
| | | | non-megaregion paths in ScenePresence.MoveToTarget() by recent patch bc969a6b
* Add missing [Test] decorator to actually get the basic scene creation test ↵Justin Clark-Casey (justincc)2014-04-251-0/+1
| | | | from 2227f51b to run
* Add basic regression test for creating a var regionJustin Clark-Casey (justincc)2014-04-251-0/+15
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* Add basic sanity regression test for creating a scene.Justin Clark-Casey (justincc)2014-04-251-0/+7
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* Fix issue where terrain height values > 327 caused chaotic spiked terrain.Justin Clark-Casey (justincc)2014-04-251-2/+2
| | | | | | | | | | | Per http://wiki.secondlife.com/wiki/Tips_for_Creating_Heightfields_and_Details_on_Terrain_RAW_Files#Notes_for_Creating_Height_Field_Maps_for_Second_Life terrain heights up to 508 are possible on the LL grid (and were available on previous releases of OpenSimulator). The obvious way to allow both this and equivalent -z values, is to rewiden the internal terrain height storage from short to int. The memory tradeoff is most noticeable on the maximum 8192x8192 var region (equiv to 1024 normal regions), where it adds 128mb to resident use (128k on a normal region) This is still better than the double used in previous releases. This does not affect physics or data storage since they already use float and double respectively. This may not be the final solution if we actually want to sacrifice -z, >327 or something else. Relates to http://opensimulator.org/mantis/view.php?id=7076
* Fixes a long-standing bug related to god-mode change ownership of objects ↵Diva Canto2014-04-242-4/+6
| | | | permissive, where the permissions of the children prims' inventory items were not changed. As a consequence, we couldn't control some of the objects imported via HG and OARs even in god mode.
* Fix regression test break on previous commit 328bc3bJustin Clark-Casey (justincc)2014-04-231-15/+16
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* Adjust avatar sit positioning on a target to pretty much exactly match that ↵Justin Clark-Casey (justincc)2014-04-231-14/+26
| | | | | | | | | | of the LL grid. This uses an offset of 0.05 on the up vector of the sit orientation, after extensive analysis on http://opensimulator.org/mantis/view.php?id=7096 and https://wiki.secondlife.com/wiki/Talk:LlSitTarget This supersedes the previous adjustment in 5b73b9c4 which had been wrongly applied. The maximum change is about 0.1 with a maximum height avatar. This patch is all Aleric's work - I am applying manually in order to add these additional notes
* Eliminated many warningsOren Hurvitz2014-04-235-2/+12
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* Fixed KeyframeMotion to work with very slow movement.Oren Hurvitz2014-04-221-25/+33
| | | | | | Previously, if the movement speed was below 0.05/sec then it didn't work correctly. Fixes http://opensimulator.org/mantis/view.php?id=7117
* Possible solution for #7120 and #7051lillith_xue2014-04-211-23/+32
| | | | Signed-off-by: Robert Adams <misterblue@misterblue.com>
* Fixed: the parcel flag "Allow Scripts from Group" should only check if the ↵Oren Hurvitz2014-04-201-19/+8
| | | | | | parcel has a Group set; it doesn't have to be *deeded* to the group Also some cleanup of the use of Group ID's (with no change to functionality).
* BulletSim: reduce the terrain collison margin to be the same as otherRobert Adams2014-04-121-3/+3
| | | | | | | | objects in the world. This was originally changed in an attempt to make vehicles work better but the effect was not that large and it causes avatars to float above the terrain.
* Fixed: when teleporting between grids, the avatar name wasn't always updated.Oren Hurvitz2014-04-091-6/+67
| | | | When an avatar is in their home grid, their name appears as "First Last". In other grids the name appears as "First.Last @grid.example.com". However, viewers have a bug and they don't always show the new name. We use a trick (changing the Group Title briefly) in order to make the viewers show the new name. This is only done after a Hypergrid teleport.
* In teleports, pass the source region to the destination (similar to an HTTP ↵Oren Hurvitz2014-04-092-6/+9
| | | | referrer)
* When sending QueryAccess to a region, also send the user's Home URIOren Hurvitz2014-04-071-2/+3
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* Refactored: use Scene.GetAgentHomeURI() to get the Home URI of a userOren Hurvitz2014-04-071-0/+12
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* Don't re-retrieve sit part in SP.HandleAgentSit() when we already have it ↵Justin Clark-Casey (justincc)2014-04-051-2/+1
| | | | (this time with the right code change)
* fixed object-collision issue after uncheck phantom-flagtglion2014-04-041-0/+2
| | | | Signed-off-by: Michael Cerquoni <nebadon2025@gmail.com>
* Fix sp.AbsolutePosition when agent is sitting on a child prim, which in ↵Justin Clark-Casey (justincc)2014-04-032-4/+64
| | | | | | | turns fixes llDetectedPos(), llGetLinkPrimitiveParams() and similar functions. Add regression test for this case. In relation to http://opensimulator.org/mantis/view.php?id=7043
* Fix problem with floating avatar by passing avatar size informationRobert Adams2014-04-021-3/+7
| | | | | | | | to the physics engine. This operation was accidentally removed while in the middle of improving the computation of the avatar height. This is a temp fix until the real solution is added.
* Remove redundant part.SitTargetAvatar setting from SP.MakeRootAgent as ↵Justin Clark-Casey (justincc)2014-04-031-2/+0
| | | | part.AddSittingAvatar already does this.
* refactor: Use m_sittingAvatars to maintain the list of sitting avatars ↵Justin Clark-Casey (justincc)2014-04-035-76/+28
| | | | | | instead of two independent structures that do exactly the same thing m_sittingAvatars code also already properly handles locking to avoid races.
* Don't clear avsToCross in SOG.AbsolutePosition.set(), this is unnecessary ↵Justin Clark-Casey (justincc)2014-04-031-6/+1
| | | | since the structure is local and never reused after the clear
* Fix bug where crossing to a neighbouring region and back again would trigger ↵Justin Clark-Casey (justincc)2014-04-034-8/+138
| | | | | | | | | an exception, and a second recross would stop the user moving until relog Also fixes an issue where sitting avatar counts became inaccurate after any cross. Part of the problem was due to cloning code using MemberwiseClone() but not resetting certain collection structures. Adds regression test for this case. In relation to http://opensimulator.org/mantis/view.php?id=7050