| Commit message (Collapse) | Author | Age | Files | Lines |
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would fail with a casting exception for scenes with NPCs
Present since 51eb8fa (Oct 2 2014)
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PGSQLUserProfilesData.GetUserAppData()
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PGSQLUserProfilesData.GetUserImageAssets()
This may have been preventing it from working.
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PGSQLUserProfilesData.UpdateAvatarInterests()
This may have been preventing it from working.
Relates to http://opensimulator.org/mantis/view.php?id=7398
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PGSQLUserProfilesData.UpdateAvatarProperties()
This may have been preventing it from working.
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This may have been preventing it from working.
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This may have been preventing it from working.
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copy/pasted AgentInterestsUpdate twice
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wasn't set!) and is unnecessary.
Relates to http://opensimulator.org/mantis/view.php?id=7398
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commit 8e1e8a0
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conference code use a generic JobEngine class rather than 4 slightly different copy/pasted versions.
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that (plus GridURL, in case viewers want to use it too) to the GridService that gives out that info to simulators.
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than just the exception message.
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with an exception. To aid debugging.
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embedded therein.
This is primarily to fix an issue where inventory items for NPC attachments would not be saved in archives as the assets referenced in the appearance notecard were not checked in this manner.
Relates to http://opensimulator.org/mantis/view.php?id=7376
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This UUID gatherer provides a superset of the previous gatherer's functionality
as it also allows the caller to control gathering iterations for load purposes.
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names, and this cap returns the regular name. But this moves the server side into the newer, preferred, protocol used by the viewer for fetching the names of agents in the scene given their UUIDs. (the old protocol is via UDP). This works fine in my limited tests, but could use further testing by others.
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anymore -- mono addins moved to suffix -002 at least since BlueWall updated it; (2) we shouldn't clear the registry, period. People who run many sims from the same bin folder need to configure each sim to use its own RegistryLocation, just like they configure them to use their own port.
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math showing the odd PrimitiveBaseShape value rather than a constant.
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closer to SL. This change should address small floor edges acting like
walls, approaching a step at any angle (other than walking backwards)
will allow walking up, and reducing the avatar pop-up when going up
stairs.
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using DATA_SRV_ keys, one per service. This allows 3rd party modules to add data services automatically.
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allows to have one central database for estates without having to open the MySql port. This is off by default, so not to disturb everyone's existing installations. To use it, see GridCommon.ini.example [EstateDataStore] section and Robust*.ini.example's new additions.
Note that I also made things consistent by removing both the EstateDataService and the SimulationService into their own dlls, just like all other services. They really didn't belong in Services.Connectors, since everything in that component is about network connectors to robust backends. We may have too many dlls, and at some point it might not be a bad idea to merge all services into one single dll, since they all have more or less the same dependencies.
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which seems to cause the tests to fail when compiled on the OpenSim
build system. It compiles and runs everywhere else. More research is needed.
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Whoever defined that structure was really into esoteric coding.
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libraries.
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a88bc50a168ae729307740fa84540e9571258b13. It's not needed.
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Seriously, ppl, let's not ignore important warning messages!
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fail for container specification.
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compiling doesn't like it
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Change how physics engine is created in unit tests to resolve a lib reference problem.
Add ShapeInfoInfo class to collect info about the created physical shape
for debugging and unit test testing.
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Allows locking of prim/linkset relative moving in each of the linear
and angular axis. Limits on movement or rotation can be set.
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"C:\foo\MyDll.dll:MyType" -- the split on : was messing things up.
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test this new model for the next couple of weeks.
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Merge in the new throttle code.
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them in the code for later use rather than just reverting them.
Fixed the throttle tests for the new algorithm used when packets
are marked as expired.
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coming later
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rather
than drop exponentially to 0 (and then adjust up for the minimum flow), drop on
the delta between current rate and the minimum rate. This should smooth the fallback
to minimum.
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compute the expected values without depending on the token bucket code.
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adaptive throttle by a full MTU. This is consistent with some implementations
of congestion control algorithms and certainly has the effect of opening
the throttle window more quickly after errors. This is especially important
after initial scene load when the number and size of packets is small.
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throttles. Setting adaptive_throttle_min_bps will change the
minimum rate that the adapative throttles will drop to in case
of network packet loss. The current rate default rate is 256kbps.
The viewer can throttle rates under that amount, but the dynamic
adaptation will not.
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