Perform other region ready actions even if simulator is configured to leave logins disabled on startup.
Add back notification to neighbouring regions when RegionReadyModule is not active accidentally just removed in 528004d
Add EventManager.OnRegionLoginsStatusChange fired whenever logins are enabled or disabled at any point, not just during initial startup.

This replaces EventManager.OnLoginsEnabled which only fired when logins were first enabled
and was affected by a bug where it would never fire if the region started with logins disabled.
Add basic TestCreateRootScenePresence() regression test
Add TestCreateDuplicateRootScenePresence() regression test.
Prevent race conditions between two threads that call LLClientView.Close() simultaneously (e.g. ack timeout and an attempt to reconnect)
minor: remove some mono compiler warnings
Stop explicitly closing and nulling out Animator in order to prevent NREs in various places due to race conditions.

Even where checks are being made they aren't enough since they all assume that the Animator they just checked is still there in the next line, which is not necessarily the case without locking.
The memory used is small and these should be GC'd anyway when the SP is released.  If this is not happening then the wider problem of old SPs being retained needs to be resolved.
Comment out OnIncomingInstantMessage and OnInstantMessage handlers in GroupsModule, since these led to a private blank method
Make LLClientView instant message handling asynchronous rather than synchronous to prevent long operations from holding up all inbound packet processing.

Giving a large folder from one avatar to another was causing a long delay when handled synchronously, since it took some time to retrieve the necessary data from the inventory service.
Handling this asynchronously instead stops this delay from disrupting all avatars in the scene.  This has been shown in OSGrid.
I see no reason for not handling all IM messages asynchronously, just as incoming chat is handled asynchronously, so this has been switched for all instant messages.
Thanks to Nebadon for testing this change out.
minor: switch around mixed up circuit code and endpoint data in "show connections" region console command
Fix the order of operations on detach. The object must always be serialized
while still in the scene to avoid losing important script state.
DeleteSceneObject can not be called before doing this!
Implements a very useful OSSL function to test a string to see
if it is a UUID. The function is osIsUUID().

Thanks SignpostMarv!
Enables support for UUIDs to be returned in lists from
modInvoke commands.

Thanks SignpostMarv!!!
As per opensim-dev mailing list conversation, introduce OS_NPC constant for use with llSensor()

This same constant will later be used with llGetDetectedType().
This constant has a different name from NPC to avoid possible conflict with future LSL changes.
This constant has a different value to try and avoid unnecessary conflict with future constants that may use the same value.
Using the 'NPC' constant with llSensor() will remain valid but is deprecated.
As per opensim-dev mailing list discussion, extend llGetDetectedType() to return OS_NPC if an OS npc is detected.

The detection will also return agent is the NPC has been created with the OS_NPC_SENSE_AS_AGENT option.
BulletSim: Add detailed and voluminous debug logging that is enabled
   with an ini configuration parameter.
Correct computation of relative offsets of children in a linkset.
Remove a prim from any link relationship before deleting it.
Minor code flow cleanups.
BulletSim: Add PID variables to physical scene. Not PIDing yet, but soon.
Cleaned up code and got rid of compile warnings.
Correct namespace of BinaryLoggingModule (a cut-and-paste error). Add a simple, high performance logger for high frequency logging (physics sub-operations, for instance).
BulletSim: Add very detailed logging to BSDynamics for vehicle debugging