| Commit message (Collapse) | Author | Files | Lines |
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I stopped the looping issue on continous upgrade with this as well.
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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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This corrects an off by one mistake in my previous patch - with this patch
the user root inventory folder should once again be correctly returned
under sqlite.
This was done correctly for mysql and mssql, my only (feeble) defence is
that with sqlite the code was a little different and I was eliminating
clauses rather than slightly modifying them.
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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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assetserver issues.
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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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no root folder is found and it makes the user server wait longer for the
inventory server to do its work.
From Justin Casey (IBM)
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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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decoding (used by CAPS) works again.
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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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retrieves items in the agent's root inventory folder.
From Justin Casey (IBM)
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* Created converter constructors between sAgentCircuitData and AgentCircuitData
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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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on the packet queues.
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me on Mono 1.2.4, which led to client crashes. I think the Timer.Stop()
wasn't doing what was desired on Mono. The Queue refactoring should address
the readability issues lbsa71 was working on as soon as I get the merge together.
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fire twice
* started to refactored throttling method
* some code convention refactorings
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strings. BAD PROGRAMMER BAD. Use Helpers.StringToField instead. >_>
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duplicated UUID, you know...)
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