* This means that UserProfileCacheService no longer needs to know about IClientAPI and can leave it to callers to do their own error logging
* This is also more consistent with the way that item inventory manipulation is handled
* I don't really think Scene.PacketHandlers.cs should be a permanent home for these handlers - this is just for convenience
* This means that LL RAW terrains (one source being the upload/download buttons on the estate dialog in the viewer) are now imported the 'right' way around rather than being
flipped on the y axis
* Existing RAW terrains before this patch will need to be flipped with the "terrain flip y" command from the console after import
* More details on the mailing lists soon.
-This line, and those below, will be ignored--
M OpenSim/Region/Environment/Modules/World/Terrain/FileLoaders/LLRAW.cs
M OpenSim/Framework/Communications/Cache/CachedUserInfo.cs
M OpenSim/Framework/Communications/Cache/UserProfileCacheService.cs
* This allows terrain to be flipped on the x or y axis with the command "terrain flip x" (or y)
* See terrain help from the command prompt
* This is in anticipation of change the way around in which terrain raw files are imported to match that of Second Life (to reduce user confusion and improve useability)
* Thanks jonc!
* Warning! Physics API change. This means that the NBodySimulation needs to be updated!
* PhysicsActor -> void SetVolumeDetect(int) needs to go into classes that use PhysicsActor as their base class.
* Fixed a bug that caused physics proxies to be scattered when you link an object.
* Single physical prim work exactly the same as before, just linked physical prim will have changed.
For a script to successfully cross, both source and destination region must
enable the feature. WARNING: Trusting binaries from other sims allows
ARBITRARY REMOTE CODE EXECUTION for ANYONE! Please do not use except
in ultimate trust scenarios!
* However, this is not currently activated since it's not absolutely fully tested and there's a bug lurking in there to do with the sending of the BulkInventoryUpdate packets
to fix the A -> B -> A issue. Because the code is very reuse friendly,
it shouldn't cause much additional memory bloat in the sims.
I'm sure this isn't the right fix, but it is progress, and confirms that
the close path while leaving a region is part of the issue.
before" issue. This involves the EventQueueGet module so I'm not sure
this is the right fix but it appears to work.
When the ScenePresence leaves force a close on it. The reuse of the
queues doesn't seem to be working, so the forced close causes a new one
the next time in. This does appear to work.