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* change osd encoding of region sizeUbitUmarov2015-08-271-8/+8
* NEVER EVER SEND TERRAIN PATCHS AS UNRELIABLE!!!!!!!!!!!!!!!!!!!!!!!!!!UbitUmarov2015-08-261-26/+13
* turn off KeepAliveUbitUmarov2015-08-242-5/+5
* delay terrain sending if land queue is 2 busyUbitUmarov2015-08-222-1/+24
* put back entities remove from updates on SendKillObject.UbitUmarov2015-08-191-1/+11
* Merge branch 'mbworkvar2' into ubitvarUbitUmarov2015-08-192-113/+169
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| * varregion: add varregion and TerrainData use in LLClientView.Robert Adams2015-03-281-109/+164
| * varregion: remove use of Constants.RegionSize is various places.Robert Adams2015-03-281-4/+5
* | add a Retry-After response header to the 503 sent when we are 2 busy to doUbitUmarov2015-08-191-0/+5
* | do keepalive on mesh and texture GET. Dont use reusecontext any where.UbitUmarov2015-08-182-5/+5
* | Track selected objects per clientMelanie Thielker2015-08-151-0/+6
* | Maybe reduce incidence of ghost avatarsMelanie Thielker2015-06-121-1/+10
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* Remove the Invisible stuff and add more baked caching. Refactor selection of ...Melanie Thielker2014-11-111-4/+1
* Second part of invisible base avatar optionMelanie Thielker2014-11-101-1/+6
* Remove JustinCCs UDP patch - it is harmful to Avination's grid managementMelanie Thielker2014-11-101-2/+4
* scale ChildAgentThrottles with distance (internal to child server and notUbitUmarov2014-11-062-8/+19
* allow drawdistance to change between 32 and MaxDrawDistance, configurableUbitUmarov2014-11-061-2/+2
* don't send updates for deleted agentsUbitUmarov2014-11-011-3/+4
* sadly revert to resend terseUpdates enqueuing them back into entityupdatesUbitUmarov2014-10-312-4/+47
* set udp SocketOptionName.ReuseAddress to false, to not allow two regionsUbitUmarov2014-10-301-0/+2
* try to make SOG crossings full async. Simplify some borders checking....UbitUmarov2014-10-241-1/+1
* Revert "*TEST* send udp sync. Stop uncontroled and hidden use of IO threads."Melanie Thielker2014-10-132-18/+1
* revert to async send, since past experience showed sync didn't work whenUbitUmarov2014-10-131-2/+2
* *TEST* send udp sync. Stop uncontroled and hidden use of IO threads.UbitUmarov2014-10-132-2/+19
* move AnimationSet and AvatarSkeleton to OpenSimExtrasUbitUmarov2014-10-121-5/+7
* add simulator features AvatarSkeleton and AnimationSet reportUbitUmarov2014-10-111-1/+4
* changed skeleton, do parse the mesh on upload to check skeleton. Sooner orUbitUmarov2014-10-112-26/+26
* dont let test mesh go to meshes inventory folder that is not displayed byUbitUmarov2014-10-111-1/+3
* bug fixUbitUmarov2014-10-111-2/+3
* check for avatar skeleton data on meshs headers on cost estimation. DontUbitUmarov2014-10-112-11/+101
* do global position X and Y with double precision in autopilot, soUbitUmarov2014-09-301-4/+7
* change it again...UbitUmarov2014-09-261-1/+1
* remove unnecessary argument refUbitUmarov2014-09-261-1/+1
* make c# more happyUbitUmarov2014-09-261-4/+1
* use central animationset permitions defineUbitUmarov2014-09-261-2/+2
* Extend upload verification to all upload pathsMelanie Thielker2014-09-251-0/+8
* fix animation asset name to "animatn", use "animset" for the newUbitUmarov2014-09-251-8/+10
* add also the name animset until its clear the name liru will useUbitUmarov2014-09-251-0/+7
* add animationset to upload assets, for now no costUbitUmarov2014-09-251-0/+6
* Fix a nullref in a debug message. If we have no SceneAgent, we can't output d...Melanie Thielker2014-09-151-5/+8
* Reinstate closing the client if CloseAgen returns false. This was partMelanie Thielker2014-09-141-1/+2
* revert changes to m_pendingCache and remove client close if there is noUbitUmarov2014-09-141-21/+14
* do not use a blind expire of m_pendingCache. Entries must be valid whileUbitUmarov2014-09-131-15/+23
* If a client's SceneAgent is null, that client is not fully logged in orMelanie Thielker2014-09-131-0/+14
* reduce MIN_CALLBACK_MS guard time. A value too high introduces a extraUbitUmarov2014-09-021-1/+1
* void time change between gettime callsUbitUmarov2014-09-021-4/+3
* *needs testing, not that good* change throttles math using floats and notUbitUmarov2014-09-024-125/+112
* make use of it in GetMeshModule, and meshs are Assets not Task itens,UbitUmarov2014-08-291-43/+4
* add method to get a category throttle rateUbitUmarov2014-08-292-38/+37
* reduce burstUbitUmarov2014-08-291-1/+1