| Commit message (Collapse) | Author | Files | Lines |
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* Did some voodoo math on the sim FPS to make the values 0-50
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* I stress, this is an initial implementation and the Agents(Child and Root) are definately obviously incorrect.
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SceneCommunicationService
* This will fix the grid mode (not seeing regions) issue
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initializes during initial instance startup. (as opposed to waiting for 'all of the regions' to initialize first)
* Removed hackish timer based client notification about regions up (no longer needed)
* Added a comment about an inventory based login failure that causes me lots of greif testing and debugging. Comment includes *why* it's failing.
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cause a different synchronization issue in other
shutdown routines, though I'm not sure why
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and properties to the top of the class definition.
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Changes flying animation to hover when not moving (as per Teravus's suggestion).
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empty, but with the Id and 1-to-1 child fields instantiated and randomized.
* Added two shape constants that
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inventory
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can still change this in the config file if you want something
different.
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llFrand, llSetColor, llGetColor, llSetTexture, llGetTexture,
llSetAlpha, llGetAlpha, llRotateTexture, llScaleTexture,
llOffsetTexture, llGetTextureOffset, llGetTextureScale, llGetTextureRot.
With these changes the "kan-ed" script #2 should be working.
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behaviour from the module loaded which was resulting in a lot of unused TextureDownloadModule objects being created (and each starting up a thread).
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current animations.
* Fixes weirdness when typing and sitting at the same time
* Should fix bug #32 (getting stuck in edit appearance pose)
* Crouchwalk and possibly jump may need more looking into
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Refractored the TextureDownloadModule (but currently to make debugging easier, it is running as a non shared module, so this results in a instance of this module being created for each region (and a extra thread per region), this will be changed back soon.
Removed the old texture handling/sending code from AssetCache.
A few other small changes/fixes.
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notice of doom
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misc cleanup and code convention fixes.
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* Added List<RegionInfo> m_neighbours to Scene
* Hooked up the OnRegionUp event to m_neighbours list
* Modified RegionInfo to have a bool commFailTF value so that we can skip neighbors that fail. (when the region comes up, this gets reset to false and the region will try again.
* Added SetChildAgentThrottle(byte[]) to IClientAPI
* Several other insignificant changes related to passing child pertanant agent data from sim to sim.
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Thank you to Alondria for suggesting this solution
to getting kan-ed#2 to work with the llSetScale call.
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that needed to be cast to libsecondlife.LLColor.
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Thanks to ChrisD/Gromit for pointing these out.
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* Added (at sdauge's suggestion) byte[] GetThrottlesPacked(float multiplier)
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of the Packet to set the throttles
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themsevles about an agent behind the agent's back.
* Will be using this glue Tomorrow/today to tell other regions what the agent's draw distance is and what region they're actually in so the region can make decisions on what prim to send, if any.
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inventory server, and not from the region.
Also: it appeared to work the first try, so I have probably done something horribly wrong.
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Note: only tested in grid mode, and emptying trash is still not implemented.
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coming back up.
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* There's still goofyness though, because other regions are denying child agent avatar.
* Still more debugging required.
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feedback, as to if it makes the texture problem better or worse. As I plan/hope to work on texture/asset downloading this weekend.
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of people, but is enough of a change that more should try it out. This
removes 500 lines from ClientView.cs in the process.
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Nearly time to replace a chunk of ClientView with this.
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* This isn't really that big of a deal(worth lots of commits) doing this, however I'm doing it in small chunks because I'm multi-tasking.
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ScenePresence "has" a AvatarAppearance object. All the ScenePresences in a opensim related to one user (so a user's various ScenePresence's in all the regions in that instance) share the same AvatarAppearance object. This means that a user's avatar should appear correctly (to both that user and other users) no matter what border crossing or teleporting they have done.
Note: this mainly improves Standalone mode, as in grid mode the appearance data isn't passed between region servers. Although people should notice a improvement when moving between regions in the same instance.
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* BACKUP YOUR PRIM BEFORE UPDATING TO THIS and then double check the prim permissions after applying it with a different avatar (then the master avatar or the prim owner avatar).
* Also, beware that any objects created under the old permission scheme may react oddly. They may automatically allow anyone to modify them, (which you'll then have to un-set).
* It's hacked support because when 'anyone can move is set', any avatar can modify the prim (texture, shape, scale, etc)
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