* Made various changes to BaseHttpServer to accommodate the new interfaces.
* This version has been significantly re-architected and may fail in unusual and insidious ways.
* Please pay attention to any errors you get and post a Mantis if you can reproduce an issue with the HTTPServer. I'm including the pdb and having the http server compiled in debug for a few weeks so that when an error occurs, it'll print the pertenant data.
* Once again, this is the full C# WebServer, not the lite branch that is included in LibOMV (we need SSL!)
This patch fixes a problem in the RestXmlWriter where an exception may be
thrown when ToString() is called. ToString() is closing the last tag prior
to returning the string object, which it shouldn't do. People should be
closing the XML tags and document properly and not rely on the ToString()
side effect to do it for them. This is most noticeable if you hit
the /regions/ and /regioninfo/ REST calls. If you are running r9579 or
later, these calls will result in an error.
* Test for prim obstructions between the avatar and camera. If there are obstructions, inform the client to move the camera closer. This makes it so that walls and objects don't obstruct your view while you're moving around. Try walking inside a hollowed tori. You'll see how much easier it is now because your camera automatically moves closer so you can still see.
* Created a way to know if the user's camera is alt + cammed or just following the avatar.
* Changes IClientAPI interface by adding SendCameraConstraint(Vector4 CameraConstraint)
This involved adding a new OnUpdatePrimSingleRotationPosition event to IClientAPI so that we can get the changed position from the client.
Btw adding new events to IClientAPI is really tedious where you have to copy the change across to at least 5 or 6 other files.
[Note this doesn't fix the bug where any rotation changes to the root prim (but not the whole linkset) cause rotation errors on the child prims.]
* Remove the draconic locking around adding an avatar to the Scene
* Handle an extreme error case when border crossing fails and user uses map to teleport to a different region on the same instance causing control commands to go to a child agent.
* Make the Set Appearance method use the proper 'remove from physics scene' method.
* It *may* help border crossings.
* It *may* help the 'on avatar rez' lag, that people have been seeing the past week.
* It may also cause physics to crash more often on failed teleports (though.. I think I got the cases covered).
This fix re-introduces a small tilt into the capsule to prevent
avatar falling through terrain. Re-introduction of the tilt means
that some direction-dependent behavior when walking over prims, but
I have tried to minimize this.
Additionally this commit allows the capsule to wobble slightly when
being pushed around the terrain. This should make walking over prims
easier, as the capsule can wobble and glide diagonally over the prim's
edge, instead of rigidly being stopped vertically against the prim's
face.
this commit finally adds the VivoxVoiceModule: it supports positional
as well as conference call type voice (currently only per region
server), region and parcel voice, speaker indication (LL client
family), direct avtar-to-avatar voice chat. NOTE: you need to obtain
an customer admin account from Vivox to be able to use this module ---
DON'T ask me about how to about an admin account, i've NO clue, we
just wrote this code.
The vector parameter to llSetPos() specifies an absolute position for
an unlinked prim or the root prim of a linkset; however, when the
function is used by a child prim, the vector specifies a relative
offset from the root prim. The changed introduced in llSetPos() treats
this value as an absolute position in all cases, which has the unintended
effect of mangling the position of child prims.
This add a configuration option to the MRM module called "hidden".
if MRM is marked as enabled, the module will additionally check for
the "Hidden" flag, before registering for client side scriping events.
When MRM is running hidden, it will not respond to client side
scripting events, giving serverside scripting modules, like MRMLoader
and MRMAddin the ability to leverage the MRM engine. This way, even
a possible clientside exploit will not be possible, while still
allowing the MRM engine to run.
The admin_close_region method removes a region from the simulator without deleting it.
The region can then be recreated by calling admin_create_region with the same UUID.
There is also a change to admin_create_region to facilitate this.The reason I want
to have this functionality is to make it possible to detach regions when they are
idle and recreate them on demand through a web interface. It's probably doable
using the existing methods by saving and loading oars, but it also doesn't seem
like that should be necessary.
Set av_capsule_tilted to false in opensim.ini. Default is true, so there is
no change in avatar behavior (and no breaking of existing content which
relies on the tilted capsule).
This commit straightens up the avatar capsule so it behaves consistently
(e.g. same collision behavior against prims regardless of which direction
the avatar is coming from; ability to fit through narrow doorways).
Please note this introduces other side effects which have not been fixed.
In particular:
* The avatar frequently falls through the terrain if it is not flat, though
the avatar behaves pretty well on flat terrain. This requires investigation
of the ode terrain collider.
* The apparent foot position of the avatar with respect to the ground
is changed. This requires investigation of the avatar height/capsule height.
Please consider this as work in progress.
The patch included updates the root and child prims' AttchedAvatar
with the right UUID. It also cleans the AttachedAvatar properties
for the root and child prims on Drop and Detach