| Commit message (Collapse) | Author | Age | Files | Lines |
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Had to stop using AvatarService for now since it doesn't store baked texture IDs (which is why this was failing).
Also failing because cloning appearance was also cloning the AvatarApperance.Owner field, which we weren't then changing.
Extended TestCreate() to check this.
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that we don't have to look at it if it's not relevant
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to reflect OpenSim standards.
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region name exactly matches (not near matches)
This is to prevent situations where the first name returned by GridService.GetRegionsByName is not one that exactly matches the given region name, even when there is an exact match later on in the list.
Only the above two functions call this teleport method (the map uses a different routine) so this seems safe to change.
Addresses http://opensimulator.org/mantis/view.php?id=5606
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authorization service rather than from the account.
This is to accomodate situations where the authorization service is being used by the hypergrid, where visitors have no user account.
See http://opensimulator.org/mantis/view.php?id=5517, this code is somewhat adapted/cleaned up from Michelle's patch
I'm a little ambivalent about this since visitors could put anything in firstname/lastname so it's not much of an auth measure.
It's up to the auth service to decide which data it actually uses.
Possibly we should be passing through other info such as agent circuit ip
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they use the defaults instead.
Some items had completely wrong permissions - this is easier than correcting them all.
The ability to set permissions in xml is retained since there are use cases for this (e.g. to create no-mod library scripts)
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item xml files - always use PermissionMask.All instead (which was the existing default)."
There actually are uses for this. I will correct the perms instead since some entries appear to be wrong.
This reverts commit 667b54f5a2a04fa5a2859397868d270eab3913f1.
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files - always use PermissionMask.All instead (which was the existing default).
Library items always need the same permissions, so it doesn't make sense to load them from the xml files. This just opens the door to permissions mistakes.
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Fixed this by inspecting Shape.SculptEntry at various places instead of Shape.SculptType. Sculpties actually have a SculptType of Cylinder - only true mesh is SculptType.Mesh
This addresses http://opensimulator.org/mantis/view.php?id=5595
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Signed-off-by: Melanie <melanie@t-data.com>
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everything, in order to avoid any deadlock issues.
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This stops problems when we undo a few steps and start off down another path.
Surprisingly, apart from this now fixed problem, redo appears to be working too.
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I think (ha ha) this largely fixes undo, except for the fact that rotation a set of prims with 'edit linked parts' selected doesn't quite work properly (though this works fine if the checkbox isn't selected).
Also, the double undo bug for resize is still present.
Redo might be incredibly buggy, haven't even looked at that yet.
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consistency
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The only obviously broken things right now are the undo of the position of just a root prim (stays in place) and the fact that resizes need two undoes.
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This isn't that great since I think I broke it a few commits earlier.
Undo of rotation of individual prims in a linkset is still broken
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it actually does and is more consistent with other method names.
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whole linkset.
However, what happens now is that undo just doesn't do anything when the root prim is selected on its own. This requires more code than just fiddling with undo states.
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undo resize, rotation and position still needs fixing when only editing root prim of a linkset
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This involves implementing a boolean in UndoState to signal whether the undo needs to be done for an entire group/linkset or just a single prim
Resizing individual components of linksets is still dodgy.
Resizing still has to be down twice, since for some reason the client is sending two multiobjectupdate packets on every resize except the very first. This applies to single prims and linksets. Need to look into this.
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no functional effect - existing bugs still remain
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Undo rotation and position appear to be working.
Resizing a single prim appears to be working, though the undo has to be done twice.
Resizing a group of prims still does not work properly - possibly because in the UndoState we don't store a knowledge of when we're resizing a whole group rather than individual prims.
This needs to be addressed.
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own homebrew.
system stack also uses an array, so no performance penalty.
Also exposes undo count and adds a test assertion for correct undo count after resize
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reading
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Also fiddle a bit with undo. This is not currently working properly, though to be fair it also didn't appear to work in 0.7.1.1 either (at least for resize).
Will get some more attention soon.
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since the method called always belongs to the object that generated the request
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This is utterly pointless scene we already know which sog we're dealing with.
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trigger the physics actor taint.
In the last commit, the fix was made by updating all the child prim physics actors with the new size rather than just the root part.
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Addresses http://opensimulator.org/mantis/view.php?id=5584
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initial value of localID
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the sculpt data has been added to the shape (possibly via an async asset service request)
This prevents spurious 'no asset data' for meshes added on startup.
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This is done in SOP.Resize(). More common code from callers needs to be refactored into this method to reduce confusing copy/pasting
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