| Commit message (Collapse) | Author | Age | Files | Lines |
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This module is more than 2 years old and at least some of the 'example' code it gives is now misleading.
Even the logs say it say some bits were broken where it was put in!
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Applies patch in http://opensimulator.org/mantis/view.php?id=5686
Thanks Michelle Argus!
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any issues with float serialization with machines set to non en_US locales.
Doing this to see if addresses inventory object deserialization problems in http://opensimulator.org/mantis/view.php?id=5708, though if it does I'm really surprised not to have seen it before now.
Really need to go through and systematically set the culture for every timer and change all BeginInvoke calls to FireAndForget instead.
But don't want to do something like that this close to a release.
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are only sent to affected clients.
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This was a bizarre relic of a bygone age that had no implementations.
If you're using and want to clear the flotsam asset cache then please use the existing "fcache clear" command
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disabled
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async_call_method stack.
This is not helpful for release code.
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When a slider parameter is changed, the viewer uploads a new shape (or other asset) and the item is updated to point to it.
Viewer 1 uploaded the data in the initial request itself, so the asset references was almost always correctly updated.
However, viewer 3/2 always uploads data in a subsequent xfer, which exposed a race condition where the viewer would make the item update before the asset had uploaded.
This commit shuffles the order of operations to avoid this race, the item is updated with the new asset id instead of the old one while the upload was still taking place.
A second race had to be fixed where avatar appearance would also be updated with the old asset id rather than the new one.
This was fixed by updating the avatar appearance ids when the appearance was actually saved, rather than when the wearables update was made.
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in neighbouring sims) with HG lure active
It turns out that the HG lure module was setting up a pending lure when it intercepted the instant message on its way out to the target avatar.
However, an IM would only be sent if the user was remote, so it would not be set up for users on the same sim or in an immediate neighbour.
We fix this by adding the pending lure when the message goes out and ignoring a duplicate pending lure add if it goes to out via IM.
Hopefully addresses http://opensimulator.org/mantis/view.php?id=5690
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This is moved into ScenePresence for now as a general facility
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used by Autopilot coming from the client side.
I thought that I had implemented this but must have accidentally removed it.
Adds a regression test to detect if this happens again.
Temporarily disables automatic landing of NPC at a target. Will be fixed presently.
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of the simulator expect
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This stops the npc walking backwards if the target is directly behind.
This means that the npc no longer returns to its original rotation once movement has finished.
If you want this behaviour, please store and reset the original rotation after movement.
This is somewhat to address http://opensimulator.org/mantis/view.php?id=5678
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like they've been active for at least 2 and a half years
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was just a glitch
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These weren't working properly anyway.
You will need to rerun prebuild.sh/.bat after this commit, and maybe "nant clean" as well.
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that same height in ScenePresence.
This prevents unnecessary work in the ODE module, though possibly that should be checking against same size sets itself
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When upgrading the previously child agent to a root, the code was setting the Size parameter on the ODECharacter PhysicsActor.
This in turn reset Velocity, which cause the border stall.
I'm fixing this by commenting out the Velocity = Vector3.Zero lines since they don't appear to play a useful purpose
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offset position!
Add method doc to explain this.
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SP.AbsolutePosition
OffsetPosition is also misnamed - it returns the absolute position and never contains an offset.
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understand).
There were a few variables in LocalConsole with single character names, and the class fields did not use the m_ prefix.
I also removed a redundant variable, h. It was being set to 1 in a couple of places, and incremented in another, but never actually used.
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Pressing backspace causes hidden input (such as passwords) to be revealed on the console. The echo state was not being taken into account when handling a backspace key press.
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and InventoryStore
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5035).
Using the RemoteAdmin API to close then recreate a region would fail if the estate name had not changed. If the estate name /was/ changed then the existing estate would be renamed rather than a new one being created. The problem really arose from a lack of distinction in the data storage layer between creating new estates and loading existing ones.
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entries on standalone if applicable.
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entries to make a newly created user appear as a non-cloud on viewer 2
Viewer 2 no longer contains the default avatar assets (i.e. "Ruth") that would appear if the user had insufficient body part/clothing entries.
Instead, avatars always appear as a cloud, which is a very bad experience for out-of-the-box OpenSim.
Default is currently off. My intention is to switch it on for standalone shortly.
This is not particularly flexible as "Ruth" is hardcoded, but this can change in the future, in co-ordination with the existing RemoteAdmin capabilities.
Need to fix creation of suitable entries for users created as estate owners on standalone.
Avatars still appear with spooky empty eyes, need to see if we can address this.
This commit adds a "Default Iris" to the library (thanks to Eirynne Sieyes from http://opensimulator.org/mantis/view.php?id=1461) which can be used.
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reflect what it actually does
This also makes it consistent with some other methods that send data to the client.
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prim inventory
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avoid a possible race condition
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name rather than one that references a metadata file containing only the folder object.
If we do this, then viewer 3 crashes when we try and rez a script directly in an attachment's prim inventory.
Sending an empty file name was already being done if the prim's inventory had never been touched.
Now we always do that if there are no items in that inventory.
Hopefully addresses the remaining point in http://opensimulator.org/mantis/view.php?id=5644
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all parts, now that we're performing this check in UpdateKnownItem() for other purposes
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itemID is always taken taken from the group's stored item id, and agentID is never used.
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