BulletSim: remove the ability for avatars to fly off the edge of
regions when there are no region neighbors.
Add some terrain location processing routines to support above.
Update comment about setting physics=BulletSimN as the C# Bullet
version has been wrapped into one BulletSim and the physics engine
selection is now done as specified in OpenSimDefaults.ini.
minor: Remove mono compiler warnings in EventQueueTests
minor: Remove mono compiler warnings from LSL_ApiHttpTests
minor: remove mono compiler warning in SceneObjectUndoRedoTests
Improve teleport cancellation in some circumstances, though cancelling teleports is still not recommended.

Previously, hitting the cancel button on a teleport would cancel on the client side but the request was ignored on the server side.
Cancel would still work if the teleport failed in the early stages (e.g. because the destination never replied to early CreateAgent and UpdateAgent messages).
But if the teleport still completed after a delay here or later on, the viewer would become confused (usual symptom appears to be avatar being unable to move/reteleport).
This commit makes OpenSimulator obey cancellations which are received before it sends the TeleportFinish event queue message and does proper cleanup.
But cancellations received after this (which can happen even though the cancel button is removed as this messages comes on a different thread) can still result in a frozen avatar.
This looks extremely difficult and impossible to fix.
I can replicate the same problem on the Linden Lab grid by hitting cancel immediately after a teleport starts (a teleport which would otherwise quickly succeed).
Add DisableInterRegionTeleportCancellation option in [EntityTransfer] section of OpenSim.ini.  False by default.

This option allows the simulator to specify that the cancel button on inter-region teleports should never appear.
This exists because sometimes cancellation will result in a stuck avatar requiring relog.
It may be hard to prevent this due to the protocol design (the LL grid has the same issue)
In small controlled grids where teleport failure is practically impossible it can be better to disable teleport cancellation entirely.
Make C# scripts return correct error line and column numbers instead of failing because they have no linemap.

Adapted fix from http://opensimulator.org/mantis/view.php?id=6571
Thanks Nickel Briand
minor: Remove mono compiler warning in LLClientView
minor: save some commented out log lines which will be useful again in future debugging of VectorRenderModule
Add prototype dynamic objects map for scene object parts

This allows region modules to add dynamic objects to SOPs rather than having to continually push and pull OSD dynamic attributes.
This is to explore the original MOAP use case for dynamic attributes where it could be very awkward and possibly time-consuming to keep reconstructing MediaEntrys from stored DynamicAttributes.
This commit adds a DOExampleModule to demonstrate/evolve this code.
Dynamic objects involve no storage or persistence changes - the 'backing store' for any data that does need to be saved will remain the DAMap.
DOExampleModule in this commit only attaches a fresh dynamic object.  Actually constructing this from stored dynamic attributes and handling persistence is left for later.
These changes should affect no existing functionality, though it may or may not reveal necessary changes in DAMap down the road.
minor: Remove some mono compiler warnings in OpenSim.Framework.dll
Remove unnecessary instation of DOMap() in SOP from commit 5c53660 since this is being done lazily
Improve DAExampleModule to show current necessary locking to avoid race conditions with a serialization thread.
* Updates HttpServer again to re-add the code that closes the stream and connection when It's done sending.  Be on the lookout for an old linux/mono bug where the client doesn't get the last bit of the stream before it is disconnected!. Code on opensim-libs.  All tests pass..   HttpServer's internal tests pass..   but just a bad feeling.   More people should test :)
Merge branch 'master' of ssh://opensim/var/git/opensim
Make llGetObjectDetails() return the correct world rotation for a sitting avatar

This addresses http://opensimulator.org/mantis/view.php?id=6567
This creates a ScenePresence.GetWorldRotation() with the same semantics as SOP.GetWorldRotation()
SP.Rotation can't be used since it's relative to the sat upon prim if the avatar is sitting.
Fix sensors, llGetRootRotation(), llGet*Param() and other functions to use the world rotation if the avatar to which they are attached is sitting
refactor: use cleaner LSL_Rotation quaternion constructor in LSL_Api.GetPartRot()
Fix minor race condition in llGetLocalRot() where inconsistent results could be returned if the prim was rotating during the call