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Conflicts:
OpenSim/Region/Framework/Scenes/ScenePresence.cs
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Conflicts:
OpenSim/Region/Framework/Scenes/ScenePresence.cs
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Prevents empty instances from hanging around when Mono.Addins messes up
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Removed some unneccessarily wordy core comments
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texture that is not present in the user's inventory full perm.
This will prevent "UUID snatching", a copybot-type of attack that can cause
clothing makers to be forced to destroy and replace legit items in order to
invalidate the copies.
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random rather than using IDs known by the client ahead of time.
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towards newer
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also some minor doc changes in BareBonesNonSharedModule
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the correct line is uncommented.
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non-functional OpenSim.Region.Examples.SimpleModule project
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Refactor to remove the property "MyScene" and the pointless circular
refs to the managing classes. Converted the module to a non-shared module.
Reformatted source for 80 columns. Removed the special role the module
had in the old loader.
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ssh://3dhosting.de/var/git/careminster into careminster-presence-refactor
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and vparams when appearance is not cached and when wearables change. Send appearance to the viewer with initial data.
Cleaned up (and added) debugging.
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to make the association clear
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Refactor to remove the property "MyScene" and the pointless circular
refs to the managing classes. Converted the module to a non-shared module.
Reformatted source for 80 columns. Removed the special role the module
had in the old loader.
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ssh://3dhosting.de/var/git/careminster into careminster-presence-refactor
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to another region.""
This reverts commit 6c01ebb87541ecf66d678606bb97d996bee51953.
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and not just the http server. It will also restart a dead heartbeat.
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another region."
This reverts commit 2827deffe822378b6cb35dac6c90a21c3fbc0de7.
Pulling out a bad core commit that broke attachment teleporting for us
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Also prevent god takes from ending up in Lost and Found
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unpersisted delink
This considerably improves delete performance for objects with large linksets
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If an LL 1.23.5 client (and possibly earlier and later) receives an object update after a kill object packet, it leaves the deleted prim in the scene until client relog
This is possible in LLUDPServer if an object update packet is queued but a kill packet sent immediately.
Beyond invasive tracking of kill sending, most expedient solution is to always queue kills, so that they always arrive after updates.
In tests, this doesn't appear to affect performance.
There is probably still an issue present where an update packet might not be acked and then resent after the kill packet.
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PRIM_BUMP_SHINY, PRIM_FULLBRIGHT, and PRIM_GLOW
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usage help. Moved Osp around, deleted unnecessary OspInventoryWrapperPlugin, added manipulation of SOP's xml representation in a generic ExternalRepresentationUtils function.
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functions around.
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capability to preserve creator information on HG asset transfers. Added a new HGAssetService that is intended to be the one outside the firewall. It processes and filters the assets that go out of the grid. Also fixed the normal AssetService to do special things for the main instance (console commands, etc). Moved HGInventoryService to OpenSim.Services.HypergridService. Changed the way the login service gets the ServiceURL configs.
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