Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
						commit
						ab4d530462
					
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			@ -77,5 +77,11 @@ BEGIN;
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ALTER TABLE estate_settings AUTO_INCREMENT = 100;
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COMMIT;
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:VERSION 33			#--------------------- 
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BEGIN;
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ALTER TABLE estate_settings ADD COLUMN `AllowLandmark` tinyint(4) NOT NULL default '1';
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ALTER TABLE estate_settings ADD COLUMN `AllowParcelChanges` tinyint(4) NOT NULL default '1';
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ALTER TABLE estate_settings ADD COLUMN `AllowSetHome` tinyint(4) NOT NULL default '1';
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COMMIT;
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			@ -86,3 +86,12 @@ begin;
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alter table estate_settings add column DenyMinors tinyint not null default 0;
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commit;
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:VERSION 9
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begin;
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alter table estate_settings add column AllowLandmark tinyint not null default '1';
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alter table estate_settings add column AllowParcelChanges tinyint not null default '1';
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alter table estate_settings add column AllowSetHome tinyint not null default '1';
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commit;
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			@ -58,6 +58,30 @@ namespace OpenSim.Framework
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            set { m_EstateName = value; }
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        }
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        private bool m_AllowLandmark = true;
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        public bool AllowLandmark
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        {
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            get { return m_AllowLandmark; }
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            set { m_AllowLandmark = value; }
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        }
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        private bool m_AllowParcelChanges = true;
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        public bool AllowParcelChanges
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        {
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            get { return m_AllowParcelChanges; }
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            set { m_AllowParcelChanges = value; }
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        }
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        private bool m_AllowSetHome = true;
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        public bool AllowSetHome
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        {
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            get { return m_AllowSetHome; }
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            set { m_AllowSetHome = value; }
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        }
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        private uint m_ParentEstateID = 1;
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        public uint ParentEstateID
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			@ -374,10 +398,18 @@ namespace OpenSim.Framework
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            return l_EstateAccess.Contains(user);
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        }
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        public void SetFromFlags(ulong regionFlags)
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        {
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            ResetHomeOnTeleport = ((regionFlags & (ulong)OpenMetaverse.RegionFlags.ResetHomeOnTeleport) == (ulong)OpenMetaverse.RegionFlags.ResetHomeOnTeleport);
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            BlockDwell = ((regionFlags & (ulong)OpenMetaverse.RegionFlags.BlockDwell) == (ulong)OpenMetaverse.RegionFlags.BlockDwell);
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            AllowLandmark = ((regionFlags & (ulong)OpenMetaverse.RegionFlags.AllowLandmark) == (ulong)OpenMetaverse.RegionFlags.AllowLandmark);
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            AllowParcelChanges = ((regionFlags & (ulong)OpenMetaverse.RegionFlags.AllowParcelChanges) == (ulong)OpenMetaverse.RegionFlags.AllowParcelChanges);
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            AllowSetHome = ((regionFlags & (ulong)OpenMetaverse.RegionFlags.AllowSetHome) == (ulong)OpenMetaverse.RegionFlags.AllowSetHome);
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        }
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        public bool GroupAccess(UUID groupID)
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        {
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            return l_EstateGroups.Contains(groupID);
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        }
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    }
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}
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			@ -1245,6 +1245,8 @@ namespace OpenSim.Region.CoreModules.World.Estate
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                flags |= RegionFlags.NoFly;
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            if (Scene.RegionInfo.RegionSettings.RestrictPushing)
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                flags |= RegionFlags.RestrictPushObject;
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            if (Scene.RegionInfo.RegionSettings.AllowLandJoinDivide)
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                flags |= RegionFlags.AllowParcelChanges;
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            if (Scene.RegionInfo.RegionSettings.BlockShowInSearch)
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                flags |= RegionFlags.BlockParcelSearch;
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			@ -1254,6 +1256,10 @@ namespace OpenSim.Region.CoreModules.World.Estate
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                flags |= RegionFlags.Sandbox;
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            if (Scene.RegionInfo.EstateSettings.AllowVoice)
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                flags |= RegionFlags.AllowVoice;
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            if (Scene.RegionInfo.EstateSettings.AllowLandmark)
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                flags |= RegionFlags.AllowLandmark;
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            if (Scene.RegionInfo.EstateSettings.AllowSetHome)
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                flags |= RegionFlags.AllowSetHome;
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            if (Scene.RegionInfo.EstateSettings.BlockDwell)
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                flags |= RegionFlags.BlockDwell;
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            if (Scene.RegionInfo.EstateSettings.ResetHomeOnTeleport)
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			@ -1299,6 +1305,12 @@ namespace OpenSim.Region.CoreModules.World.Estate
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                flags |= RegionFlags.ResetHomeOnTeleport;
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            if (Scene.RegionInfo.EstateSettings.TaxFree)
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                flags |= RegionFlags.TaxFree;
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            if (Scene.RegionInfo.EstateSettings.AllowLandmark)
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                flags |= RegionFlags.AllowLandmark;
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            if (Scene.RegionInfo.EstateSettings.AllowParcelChanges)
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                flags |= RegionFlags.AllowParcelChanges;
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            if (Scene.RegionInfo.EstateSettings.AllowSetHome)
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                flags |= RegionFlags.AllowSetHome;
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            if (Scene.RegionInfo.EstateSettings.DenyMinors)
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                flags |= (RegionFlags)(1 << 30);
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			@ -4189,8 +4189,6 @@ namespace OpenSim.Region.Framework.Scenes
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            m_log.DebugFormat(
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                "[SCENE]: Incoming child agent update for {0} in {1}", cAgentData.AgentID, RegionInfo.RegionName);
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            // XPTO: if this agent is not allowed here as root, always return false
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            // TODO: This check should probably be in QueryAccess().
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            ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2);
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            if (nearestParcel == null)
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			@ -368,9 +368,10 @@ public class BSShapeMesh : BSShape
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                // Check to see if mesh was created (might require an asset).
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                newShape = VerifyMeshCreated(physicsScene, newShape, prim);
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                if (!newShape.isNativeShape)
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                if (!newShape.isNativeShape || prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Failed)
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                {
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                    // If a mesh was what was created, remember the built shape for later sharing.
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                    // Also note that if meshing failed we put it in the mesh list as there is nothing else to do about the mesh.
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                    Meshes.Add(newMeshKey, retMesh);
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                }
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			@ -481,8 +482,11 @@ public class BSShapeMesh : BSShape
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            }
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            else
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            {
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                // Force the asset condition to 'failed' so we won't try to keep fetching and processing this mesh.
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                prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed;
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                physicsScene.Logger.DebugFormat("{0} All mesh triangles degenerate. Prim {1} at {2} in {3}",
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                                    LogHeader, prim.PhysObjectName, prim.RawPosition, physicsScene.Name);
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                physicsScene.DetailLog("{0},BSShapeMesh.CreatePhysicalMesh,allDegenerate,key={1}", prim.LocalID, newMeshKey);
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            }
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        }
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        newShape.shapeKey = newMeshKey;
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			@ -521,7 +525,7 @@ public class BSShapeHull : BSShape
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                // Check to see if hull was created (might require an asset).
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                newShape = VerifyMeshCreated(physicsScene, newShape, prim);
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                if (!newShape.isNativeShape)
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                if (!newShape.isNativeShape || prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Failed)
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                {
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                    // If a mesh was what was created, remember the built shape for later sharing.
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                    Hulls.Add(newHullKey, retHull);
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