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|ID||Project||Category||View Status||Date Submitted||Last Update|
|0005469||opensim||[REGION] OpenSim Core||public||2011-05-07 02:55||2011-05-17 16:56|
|Product Version||master (dev code)|
|Target Version||Fixed in Version|
|Description||The display of the amount of used prims has a small glitch. For example if a parcel have 2 prims on it an move one out of this parcel, then the prim count stays with 2 prims. The problem is here: The trigger-call for counting prims are on the wrong place actually.|
Second, the calculating of primussage for script-functions is wrong.
I put in a patch here, that solves this problems.
|Tags||No tags attached.|
|Git Revision or version number||d4fcba08af080bcc60da490155cc88d3f20e7dda|
|Run Mode||Grid (1 Region per Sim)|
|Environment||Mono / Linux64|
|Attached Files||freePrimCount2.patch [^] (3,341 bytes) 2011-05-07 02:55 [Show Content]|
Thanks tglion. The calculating code certainly needed fixing so I implemented this.
However, I couldn't reproduce the parcel count failure. Using a viewer, I created two parcels next to each other. Then I placed two prims in the first parcel before moving one over to the second parcel. The prim numbers in both parcels were both 1, as expected.
Could you elaborate on how to repro?
Hi, ok sorry, i can't reproduce this issue by myself too anymore
with a fresh install of the last git revision. Seem to be a old issue this was already fixed by somebody else.
the script issue is still there and reproduceable:
Try this little script to see the problem:
vector pos = llGetPos();
integer prims = llGetParcelMaxPrims(pos, FALSE);
llOwnerSay("Prims supported: "+(string)prims);
This is showing the wrong number of supported prims for the parcel where the script is in.
last revision e3b8d42bbc8fe0e85ece55c0a293ecd7a2b55295 does fix this script issue too now. :-)
I think this issue is already resolved in the one of last revisions; the patch is not needed anymore.
However: I am not absolutly sure, but I think the Trigger ... m_scene.EventManager.TriggerParcelPrimCountUpdate();
is obsolete and not needed anymore in the LandObject, so we can remove it?
Tell me if I am wrong in this case ;-)
|I think this trigger is still needed to manage the region-wide prim count but this is something that should probably disappear at some point.|
|2011-05-07 02:55||tglion||New Issue|
|2011-05-07 02:55||tglion||File Added: freePrimCount2.patch|
|2011-05-07 02:55||tglion||Git Revision||=> d4fcba08af080bcc60da490155cc88d3f20e7dda|
|2011-05-07 02:55||tglion||SVN Revision||=> 0|
|2011-05-07 02:55||tglion||Run Mode||=> Grid (1 Region per Sim)|
|2011-05-07 02:55||tglion||Physics Engine||=> ODE|
|2011-05-07 02:55||tglion||Environment||=> Mono / Linux64|
|2011-05-07 02:55||tglion||Mono Version||=> 2.4.2|
|2011-05-07 02:55||tglion||Viewer||=> Imprudence|
|2011-05-07 02:55||tglion||Status||new => patch included|
|2011-05-13 19:02||justincc||Note Added: 0018417|
|2011-05-13 19:02||justincc||Status||patch included => patch feedback|
|2011-05-14 00:39||goetz||Note Added: 0018420|
|2011-05-14 00:49||goetz||Note Added: 0018421|
|2011-05-17 01:17||tglion||Note Added: 0018443|
|2011-05-17 16:56||justincc||Note Added: 0018444|
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