| Commit message (Collapse) | Author | Age | Files | Lines |
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agents
From sl docs such as http://community.secondlife.com/t5/English-Knowledge-Base/Managing-Private-Regions/ta-p/700115
agent should apply to avatars only.
This makes sense from a user perspective, and also from a code perspective since child agents with no physics or actions take up a fraction of root agent resources.
As such, the check is now only performed in Scene.QueryAccess() - cross and teleport check this before allowing an agent to translocate.
This also removes an off-by-one error that could occur in certain circumstances on teleport when a new child agent was double counted when a pre-teleport agent update was performed.
This does not affect an existing bug where limits or other QueryAccess() checks are not applied to avatars logging directly into a region.
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sent. Use the safer lower max packet size defined in os source (600) and not OMV one (1100).
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without using the detailed collision position. (current error will be half max physical prim size). Moved some checks from sop to collisionSound code
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volumedetect collision
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sec per part ???
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sounds with llCollisionSound("",...). UUID.Zero means defaults should be used. In case part has several scripts with confliting llCollisionSound result depende on exec order. Specially on reset the efect of "" depends on reset order, it should override the others. This is intermediate improve(?) since collisions sounds seem to need a deaper revision.
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TestSameSimulatorSeparatedRegionsCreateAgentFails()
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test logging accidentally left in
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because checking EstateOwner == user
Due to an earlier check we already know that user != UUID.Zero so if EstateOwner == UUID.Zero, EstateOwner == user can never be true
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the destination simulator. This part of the string is already provided by the viewer.
Also adds more reason logging for diagnostics when teleports are refused/fail.
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SceneObjectSerializer.FromXml2Format() rather than the functionally identical but buggy Xml2ToSOG().
Remove buggy Xml2ToSOG().
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reordered.
This was because the parts in scene objects were sometimes not serialized in link order.
This is perfectly fine since the parts still have the right link numbers, but an extra fix to adjust for this
had not been done in the SerialiserModule methods that OAR loading used.
Add regression test for same.
Addresses http://opensimulator.org/mantis/view.php?id=5948, http://opensimulator.org/mantis/view.php?id=5749
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"delete object name" console commands if --regex switch is used.
Deleteing objects by name, creator uuid or owner uuid now requires confirmation to avoid accidental deletion.
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Conflicts:
OpenSim/Data/MySQL/MySQLSimulationData.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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coerent with other places in case of future changes. Should be equivalent if all is well.
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collision events subcription where needed. Made it consider also VolumeDtc and phantom cases. - added extra calls to it on physics ator proprieties changes. - Fixed land collisions reports. - Handle the case of physics sending a last zero colisions reports to trigger collision_end. - Made the physics collisions report rate be 20 per second. (needs review/testing)
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collision_end event can be triggered. Changed reports rate to the requested rate and not full ode rate.
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permission and not owner
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Conflicts:
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
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loads roots before children like MySQL does.
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Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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seen on inter-simulator teleports where avatar baked textures are not available from the asset service.
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(i.e. when IsInTransit() was being checked) to close down a race condition.
On EntityTransferModule.DoTeleport() there was an IsInTransit() check to prevent multiple simultaneous teleport attempts.
However, the SetInTransit() was only performed later on, which left a window in which multiple threads could pass the IsInTransit() check.
This has been seen in the field and the results aren't pretty.
This commit effectively combines the IsInTransit() and SetInTransit() checks so there is no such window.
More failure cases are made to to call ResetInTransit() to adjust to this move.
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