Clarify that AllowLightShareFunctions setting is false, which is the default in OpenSimDefaults.ini and the code.
Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
refactor: call Util.InitThreadPool() if we are initializing an uninitialized pool on first use rather than constructing it ourselves.

No functional change.
minor: Assign names to the different SmartThreadPools for debugging purposes.

A different approach to the patch in http://opensimulator.org/mantis/view.php?id=6462
that doesn't involve further forking of SmartThreadPool
Fixed bugs when getting the root folder.

1. The error checking for the case where there's no "My Inventory" folder was
incorrect: it checked the wrong variable.
2. If GetSystemFolderForType() is called to get AssetType.RootFolder then
it should return the root folder immediately; not look for another root
folder below it.
BulletSim: subclass Bullet[World|Body|Shape|Constraint] for unmanaged
to have pointers and managed to have objects.
Initial paste of XNA code. Commented out.
BulletSim: fix line endings.
BulletSim: move over and port the interface for BulletXNA.
Copied BulletSNPlugin.BulletSimAPI to a new
BulletSPlugin.BSAPIXNA.cs and then modifyed the latter to
comply with the BSAPITemplate definition. Not totally debugged
but the code is all there for an INI variable to select either
unmanaged C++ Bullet or the C# version of Bullet.
BulletSim: move selection of the unmanaged Bullet DLL from BSPlugin
into the unmanaged Bullet interface class.
BulletSim: add parameter to have Bullet output performance statistics
every so many frames. Default to off.
If an NPC is unowned, then always auto-grant permissions requested via llRequestPermissions()

This is consistent with all other OSSL NPC functions that allow unowned avatars to be manipulated.
Aims to address http://opensimulator.org/mantis/view.php?id=6483
Add "show animations" console command for debug purposes.

This shows the current animation sequence and default anims for avatars.
Implemented Return Objects when it's invoked from the Top Colliders or Top Scripts dialogs
minor: Allow objects to be added directly to a row on a ConsoleDisplayTable rather than having to ToString() them first
If Save OAR/IAR times-out while waiting for assets then notify the caller that the operation failed
Changed locks to prevent deadlocks (especially during multi-region Load OAR)
minor: minor code and log formatting fixes to recent changes in LandManagementModule
Fix indenting on ConsoleDisplayTable, align indenting on "show animations" console command
Added locking in NullRegionData.

This prevents errors when one thread iterates over the regions (e.g., from RegenerateMaptileAndReregister()) while another thread is adding a region.
Fixed: the AvatarEnteringNewParcel event wasn't triggered in some cases

If an avatar moved between regions: A -> B -> A, then when returning to region A the AvatarEnteringNewParcel wasn't triggered. This happened because the ScenePresence in region A still remembered its previous 'currentParcelUUID', so it appeared as if the avatar didn't change parcels. Now, however, when a ScenePresence becomes a child presence we clear its 'currentParcelUUID'.