| Commit message (Collapse) | Author | Files | Lines |
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sending ImageNotFound to clients if avatar textures are missing
* Whilst this does automatically get the client to rebake, on crossing a region border the 'local' assets are left behind
* There may be a cunning solution (such as squirting the assets on region crossing, or having them fetched from the original region) but
instead I'm going to opt for the easy solution of keeping them in the asset database, for now
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forge project.
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Thank you, Diva, for a patch that helps keep the list of sims to index clean
by allowing sims to deregister.
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* And hopefully rebaking all the time should no longer be necessary now
* It turns out that when the client baked the texture, the uploaded asset had the Temporary flag to true (Temporary is actually deprecated).
* It also had the StoreLocal flag set to true, which signifies that the asset should be stored locally. If it disappears we should reply to the asset request with
ImageNotInDatabasePacket
* However, last time this was enabled some clients started crashing. This may well no longer be the case and needs to be tested, but in the mean time we will store
the asset instead.
* This needs to be resolved in a better way, possibly by starting to send the ImageNotInDatabase packet again instead
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logging messages
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* This shouldn't fix the existing appearance bugs, but neither should it make them worse.
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* reinstate debug level log message indicating when a child agent is made a root for future debugging purposes
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When the avatar stops flying in mid air, it stays still
while it falls to the ground. Normally, the avatar would
use the falling animation (when it spins its arms and legs
while falling) until it reaches the ground.
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The attached patch fixes the bug where when linking in a new set of
prims to an already linked set of objects the prims were placed at the
end of the list rather than just after the root prim. ie. link prim
order result was different on OpenSim compared to an LL server. This
causes a few issues with respect to compatibility of scripts,
especially when using llCreateLink.
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Thank you, nlin, for a patch that fixes serialization of vector and
quaternion types for script state.
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fixes to cut face UV coordinates
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Region/Environment and use that instead of the Region/Modules/AvatarFactory
* Remove the AvatarFactory dll
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* This time there are accompanying changes to the unit test to adapt it to the changes
* Thanks tglion
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r6977.
* If a change is going to affect a unit test, then please could we change the unit test at the same time? Otherwise this will never get done
* It also seems a bad idea to disable tests which start failing unless there's a very good reason
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LSL - Bitwise operators OR and XOR do not work
on integer variables
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llGetRot and llGetRootRotation return the wrong
values when the object is attached
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Thank you, miceakitsune, for a patch that makes terraforming tools usable again
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The following should silently fail when attached,
llBreakAllLinks, llBreakLink, llCreateLink.
The following should be restricted to avatars in the same sim,
llGetAgentInfo, llSameGroup, llGetAgentSize, llGetAnimationList.
Comment added to the following unimplemented functions,
llGetAgentLanguage, llGetAnimation.
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llGetBoundingBox is completely unimplemented. The attached
patch contains a partial implementation for single prim
objects and standing, flying and ground sitting avatars.
In the case of an avatar sat on an object or multi-prim
objects only the bounding box of the root prim is returned.
llRezObject and llRezAtRoot ignored any velocity parameter.
The attached patch makes use of it if it is not a zero vector.
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m_ScriptDelayFactor and m_ScriptDistanceFactor are
being read from XEngine settings not the settings
for the scriptengine being used
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at it and determine the new test parameters needed for the terrain
brush with strength support
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Support of strength-slider in latest sl-client (1.21.6)
Added a patch, which includes the support of strength-slider
in latest sl-client (1.21.6) for Raise- and LowerSphere.
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signature
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region server wasn't told that it was coming)
* This moves authentication from the client thread (where failure was difficult to detect) to the particular thread handling that packet
* I've kept the authentication outside of the crucial clientCircuits lock (though any delay here is probably swamped by the other delays associated with login)
* Also added more to the unit test to ensure this doesn't regress
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* The fact that the assert passed even when authentication failed reveals a bug in the code that will be corrected soonish
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on some twisted prims
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* If this was important to you please reinsert and we can put it in a recognized interface.
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* Implements the rest of llGetAgentInfo() with the exception of AGENT_BUSY.
* Thanks nlin
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* This checks that a client circuit is established when the udp server is given a use client circuit code packet
* And checks that other circuit codes do not exist
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* Not sure why things still worked in the presence of this bug - possibly the problem is compensated for later on. If you are having udp session problems this bug fix may help
(though no guarantees).
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