| Commit message (Collapse) | Author | Age | Files | Lines |
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This reverts commit bb402d0d95c934fbcd8b1c03e228ec1d0a14f14d.
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llListFindList() which always returns -1 when you compare with the list from those functions.
*llCSV2List
*llGetAnimationList
*llGetLinkPrimitiveParams
*llGetObjectDetails
*llGetParcelDetails
*llGetParcelPrimOwners
*llGetPrimitiveParams
*GetLinkPrimitiveParamsEx
*osGetAgents
*osMatchString
*osGetLinkPrimitiveParams
*osGetPrimitiveParams
*osGetAvatarList
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(setting SculptData is done through the property)
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Unable to get to the bottom of why resizing a mesh fails to properly reset the physics proxy, when toggling phantom does
After a mesh is generated, the existing sculptdata is set to zero in PrimitiveBaseShape to save memory
When phantom is toggled, the sculptdata is regenerated before remeshing.
But on resize, the sculptdata is not regenerated.
So clearly, resetting sculptdata is possible, but haven't quite been able to pin down how this is being done when phantom is toggled.
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item id isn't found.
making this query is legitimate and so the log line can cause false positivies. It is up to callers to log an error if appropriate.
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CanGetAgentInventoryItem() to improve code readability
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CraeteMeshFromPrimMesher() method
Also remove some of the logging spam left in from the last commit.
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As per http://wiki.secondlife.com/wiki/Mesh/Mesh_Asset_Format, some submesh blocks may just have the flag "NoGeometry" to signal that they provide no mesh data.
If a block contains this, ignore it for meshing purposes rather than suffer a ClassCastException
This fixes physics proxy meshing, so you can now walk through mesh doorways, properly stand on the trailer of mesh trucks, etc.
To get mesh physics proxy, the UseMeshiesPhysicsMesh must be true in a [Mesh] config section in OpenSim.ini (example in OpenSimDefaults.ini).
Convex hull physics not currently supported.
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added in the last commit
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to improve code readability
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AllowMeshUpload flag in [Mesh] (in OpenSimDefaults.ini)
Default is on.
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needs its own cap)
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thank you dahlia and lkalif for helping to make this happen!
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in attachments! Breaks resizers!!!
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allow them always to enter that parcel."
This reverts commit b8e7258051abab3e1310dd8b08cb1d2e09fa21e3.
Letting this go in would prevent land owners from banning someone who would
have incidental editing rights through a group. The land owner should be the
only unbannable person.
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This matches the ability to disable the memory part
This is controlled through the FileCacheEnabled parameter in FlotsamCache.ini
Default is true, so existing installations are not affected.
Improved fcache command feedback when various caches are disabled.
Re-enabled test for flotsam cache with file caching disabled.
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already been done for the memory cache
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Disabled temporarily since file system caching disrupts subsequent test runs
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always to enter that parcel.
This is patch http://opensimulator.org/mantis/view.php?id=5567
Thanks Snoopy!
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the scene presence exists
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indirectly via a timer
no obvious reason for doing this asynchonously, especially as the caller was sleeping in order to pick up the response anyway!
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user expectations.
It also matches the default setting in the OpenSim.ini.example file
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If a user with a very large inventory right-clicks on their "My Inventory" folder, viewer 1 code will send a massive number of Fetchinventory requests.
Even though each is handled asynchronously via a pool thread, the sheer frequency of requests overwhelms the pool and freezes inbound packet handling.
This change makes the first Fetchinventory thread also handle subsequent requests, freeing up the other threads.
Further efficiencies could be made by handling all the items in a particular FetchInventory request together, rather than separately.
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Fix an invalid cast exception while decoding new mesh asset format.
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ssh://3dhosting.de/var/git/careminster into careminster-presence-refactor
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This is to avoid problems with corrupt inventories where an inventory link target points back at the source's folder
No viewer has been observed to set these up as of yet. If this ever happens, we will need a more sophisticated solution to track sent folders within the recursion
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recursively request that folder.
Currently, this should never actually happen but certainly best to handle this case
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This now creates an avatar but appearance is always cloudy.
Move doesn't work.
Really, creating an NPC should only involve a ScenePresence rather than doing anything with IClientAPI, since an NPC has no viewer to communicate with!
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crashes throwing System.NullReferenceException
Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
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Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
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Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
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threat-level check error message
Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
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on login/logout, since it's a bit noisy on the console.
Please uncomment if/when this is still needed.
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