to something in the network constraining the maximum UDP packet size.
This hypothesis fits the observed facts. The change here reduces the maximum number of items in any single packet to 20.
If I'm wrong I'll go back and correct the comments.
This may not be the best solution in the long run, but should improve things for now.
This may also improve reliability when updating inventory item metadata (e.g. renaming an item) and in retrieving textures
for the main map view.
* after some tweaking to the UDPServer all appears to be well
* Added what 'was' the GetType(bytes,packetEnd,zeroBuffer) to the UDPServer. (it was removed as a static method from Packet)
* Fixes:
* -- duplicating Active physical object causes objects to explode in opposite directions
* -- Rezzing objects too close to you avatar causes avatar to shoot around in odd directions
* Vanity
* This fixes a *bunch* of Mantis bugs related to the following
* -- Neighbouring simulators not appearing after relog
* -- Login to simulator only to be logged off by simulator.
* -- ThreadAbort
* -- Unable to shutdown circuitCode: x
Inventory contents retrieval and persistent region storage standalone now appear to work as well as they did before :)
This patch will not fix grid problems.
May be bugs present due to conversions I didn't spot.
I personally probably don't have any more time for this today. I'm also not entirely convinced this is the right way forward
so this might be a handy pause for thought. I'll also be delighted if I wake up tommorrow and everything is fine again.
* Exposed the mass as a PhysicsActor read only property (so scripts can get at it - hint hint -)
* Hollow and Path Cuts affect the prim mass (all Hollow Types are supported in this calculation (sphere,square,triangle))
* Prim no longer sink into the ground.
* added Util.Clip(value, min, max)
* modified asset cache's numPackets calculation to use max packet size (600) instead of 1000
* removed a few magic numbers
llSetLinkColor() and a temp place holder for llOwnerSay() since many example scripts that are copy/pasted from outside sources have llOwnerSay() and its obnoxious to change in scripts each time.
* Added Incomplete Handling of the EstateCovenantRequest packet
* Added Incomplete Handling of the EstateOwnerMessageRequest.ChangeEstateCovenantid method
* Fixed a race condition with avatar animations
* Removed unchecked TryParse, replaced with Parse as we were not checking for success and could lead to weirdness if an exception is ignored.
* Removed unused variable m_newAvatar
* Removed several unused try{}catch(Exception e){}'s.
* Added null assignment in simpleapp to prevent warning.
The list type and a bunch of support functions to LSL
Added/ReImplmented: llGetListLength(), llList2Integer(), osList2Double() (note rename),
llList2Float(), llList2String(), llList2Key(), llList2Vector(), llList2Rot(),
llList2List(), llDeleteSubList(), llGetListEntryType(), llList2CSV(), llCSV2List(),
llListInsertList(), llDumpList2String(),
Borked Still: llListSort(), llListRandomize(), llList2ListStrided(), llListFindList(),
Changed: llHTTPRequest() (Made wrapper of LSL_Types.list->List<string>)