| Commit message (Collapse) | Author | Age | Files | Lines |
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ScenePresence.SendTerseUpdateToAllClients() which is extremely helpful when investigating presence update triggers.
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send the SW-most corner of the varregions; the other areas, when clicked, would result a blue circle, meaning that the viewer didn't know about those areas. This is still not quite right, as all the areas appear to be in the same coordinates, but it's good enough for now.
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in a root prim, the focus should remain on the root prim.
Matches behaviour just tested on the Linden grid.
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camera-at value, rather than replace.
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child prim with camera-eye set
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prim does not, use the root prim offsets.
This matches behaviour just tested on the Linden Lab grid.
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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
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to west.
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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
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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.
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due to permissions (in QueryAccess and IsAuthorizedForRegion)
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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.
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like copy-paste items in inventory.
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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.
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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
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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.
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and the prim is deleted.
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from the prim until it was successfully copied to the user
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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.)
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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.
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recent patch bc969a6b
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non-megaregion paths in ScenePresence.MoveToTarget() by recent patch bc969a6b
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from 2227f51b to run
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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
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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.
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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
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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
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Signed-off-by: Robert Adams <misterblue@misterblue.com>
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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).
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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.
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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.
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referrer)
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