| Commit message (Collapse) | Author | Age | Files | Lines |
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flexible without changing current behavior
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possible implementations. This doesn't change any behavior or any Robust code, but it simplifies the SimianGrid connector by using the standard OpenSim interface for setting last position now
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another avatars location
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Prevents stealing IDs of animations, sounds and textures from prim
inventories. Prevents copybot from gathering the wearable UUIDs needed for
pirating things from vendors.
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to the connected client.
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for a trailing slash on exports/
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allowing the decoded sculpt map cache path to be defined in
the configuration files.
Use DecodedSculpMapPath in the [Startup] section to set
the path. The default is still ./bin/j2kDecodeCache
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Adding ability to place script engine assemblies outside
the codebase directories.
Uses new [XEngine] option: ScriptEnginesPath = "path_to_assemblies"
Signed-off-by: Melanie <melanie@t-data.com>
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This aims to make it easier to identify and remove rogue prims that are causing ODE to fall over.
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made more useful.
If a separate UUID parameter is better for the future then this can be added later on.
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functions per the LSL wiki.
Signed-off-by: Melanie <melanie@t-data.com>
This patch also fixes a large amount of trailing whitespace. While this is
beneficial, it should really be in a separate patch that fixes whitespace only.
Just good practice.
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* Hopefully this will enable mac people to use SQLite again
* Someone cooler then me will need to figure out how to define CSharpSqlite with Mono so the conditional will pick up.
* There's also an error that occurs when you first load OpenSimulator under CSharpSQLite that goes away after.
* The databases are not byte for byte compatible. Mono.Data.Sqlite is able to read CSharpSqlite made databases but not the reverse way.
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* Use a conditional define to determine whether we're using CSharpSqlite or Mono.Data.Sqlite
#if CSharpSqlite
using Community.CsharpSqlite.Sqlite;
#else
using Mono.Data.Sqlite;
#endif
* Hopefully, this will restore sqlite functionality on a Mac. In visual studio, you can edit the OpenSim.Data.SQLite project, go to the Build tab and enter CSharpSqlite in the box. I'm not sure how to define CSharpSqlite in Mono, someone better at it then me will have to take the job of figuring out the best way to define it in Mono.
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then simply return rather than generating an exception
This matches existing behaviour, though better diagnostics for missing assets may be good later on.
This addresses http://opensimulator.org/mantis/view.php?id=4977
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* Added more mundane tests.
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* Does anyone have an example raw notecard to look at and test the notecard parser?
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* SL Util tests of AssetType2ContentType and ContentType2AssetType
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scene, remove the old uuid reference from m_parts as well as adding the new one.
The separate remove and set operations is SOG.set_UUID() are both locked under m_parts.SyncRoot since they are logically atomic (though this isn't such an issue if the SOG isn't part of a scene)
Added unit test for this behaviour.
Also changed the second m_parts.AddOrReplace() to m_parts.Add(). As the old reference is now removed we never end up replacing an identical uuid. And if we replace a uuid that's already there (from a child part) then this is an error.
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When running for the first time, people see migration failures because of sql statements that are trying to move data from old tables (e.g. users). The amended text attempts to calm their nerves.
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text/plain.
Non-error responses to requests SessionCommand and CloseSession should use the appropriate content type for their XML data payload.
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Though this is actually thread-safe on .net 4.0 and mono today, the .net sdk states that Dictionary instance members are not guaranteed thread-safe
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This allows non public/debug region wide messages to be sent to scripts but not be broadast to avatars
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OpenSim/Framework/Tests/PrimeNumberHelperTests.cs
I'm assuming the lowercase tests was a mistake. Please revert if it actually wasn't
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requestingAgentID to RequestingAgentID
This was stopping the get group member roles call from working, and may have affected other things
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already applied
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* Added MundaneFrameworkTests.cs for the really mundane tests like testing properties,constructors, etc in OpenSim.Framework.
* Fixed LeftAxis and UpAxis unpacking from OSD to AgentPosition (copy and paste error caught while writing mundane test) (Good thing nobody uses the camera frustum from remote regions yet)
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* Tests Animation Constructors
* Tests Animation OSD Packing/Unpacking
* Tests the PrimeNumberHelper class which is used in the cache.
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This reverts commit 5dc9ea2f2487804d788b4b80d40d91bd792de4c2.
Also makes online indicators and IM more robust
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Object updates are sent on the task queue. It's possible for an object update to be placed on the client queue before a kill packet comes along.
The kill packet would then be placed on the state queue and possibly get sent before the update
If the update gets sent afterwards then client get undeletable no owner objects until relog
Placing the kills in the task queue should mean that they are received after updates. The kill record prevents subsequent updates getting on the queue
Comments state that updates are sent via the state queue but this isn't true. If this was the case this problem might not exist.
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