| Commit message (Collapse) | Author | Age | Files | Lines |
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InventoryAccessModule.
Continue to restore original absolute positions of stored scene objects, though it's possible that these aren't used again
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bounding box and offset numbers.
Extend test to check position of objects in the rezzed coalescence.
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CoalescedSceneObjects from the serializer.
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as the item.
This now only happens for the first object (which was the item selected last when the coalesce was originally taken)
This matches the expected behaviour of the environment as seen on the Linden Labs grid.
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used by the TestRezCoalescedObject() regression test.
This structure matches the existing one for SceneObjects and will allow code to be reused by the uuid gatherer, other tests, etc.
Test is not yet fully implemented due to a bug in rezzing coalesced objects where they all get the same name as the item.
Only one object should get the same name as the item, which appears to be the one selected last when the the objects were coalesced in the first place.
This bug will be addressed shortly.
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inventory
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OpenSim.Framework -- just pasted them in WebUtil. This is so that code that uses the Service connectors don't need to include the HttpServer dll -- that was odd.
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now, only saves to .png.
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RayEndIsIntersection byte
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rotation it was stored with.
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whether to use the serialized rotation or not. Not used yet.
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inventory.
This should happen if the client supplies a task ID with the RezObject call.
The rez goes through the same code as llRezObject(), so the same perms are applied.
Rotation isn't yet preserved, this should be fixed shortly.
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This is to create greater consistency with all the other show commands.
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exception output on Windows.
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queuetest
Conflicts:
OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
OpenSim/Region/Framework/Scenes/Prioritizer.cs
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time to wait to retransmit packets) always maxed out (no retransmissions
for 24 or 48 seconds.
Note that this is going to cause faster (and more) retransmissions. Fix
for dynamic throttling needs to go with this.
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improved networking performance.
Reprioritization algorithms need to be ported still. One is
in place.
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a warning. There appears to be a race condition on slow logins
that attempts to prioritize before the scene presence is fully
initialized.
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is big enough.
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time to wait to retransmit packets) always maxed out (no retransmissions
for 24 or 48 seconds.
Note that this is going to cause faster (and more) retransmissions. Fix
for dynamic throttling needs to go with this.
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improved networking performance.
Reprioritization algorithms need to be ported still. One is
in place.
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implement the display names functionality as such, but it allows scripts
that are display name aware to function as if the display name were implemented
and set to the avatar name.
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populating the local id scene object index instead of each part's local id
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This updates prim counts correctly if an object is moved by something other than an avatar (e.g. scripts, region modules)
Create TestMoveOwnerObject() regression test for this case.
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For test code, take a part name prefix when creating objects, so that these can be more easily identified in the logs
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Also changes prim count tests to use the correct upper region bounds, though the method actually ignores the overage.
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with the fact that it's one word rather than two.
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object tab
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However, the calls to the land management module to record prims need to remain, since they were also being used to return owner object lists, etc.
This is probably why prim counts were being done there in the first place.
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counts.
This fixes the total prim count that the viewer displays when prims are selected - it appears to ignore the total that we pass it and adds up the counts separately.
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synchronously.
Handling these synchronously kills the inbound packet loop if many requests are made for remote land and those requests are handled slowly or timeout (timeout is 10s)
This can happen if a user searches for "land for sale" and then clicks many of the parcels in the list (or just presses down arrow to move through every entry).
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changes to all the estates that the user owns).
This applies to adding/removing estate users, groups, managers and bans.
This is the application of the AllEstates_0.5.patch from http://opensimulator.org/mantis/view.php?id=5420
Thanks very much, Snoopy!
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WARNING!!!!!
You can TAKE them, but you can't REZ them again. Only the first of the contained
objects will rez, the rest is inaccessible until rezzing them is implemented.
Also, rotations are not explicitly stored. This MAY work. Or not.
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earlier on.
Most of these are where the region modules are telling us they are disabled. Convention is only to log when enabled (even that is really noisy)
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