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| * | 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
| * replace the tick() by a limit on the maximum number of tokens that can beUbitUmarov2014-08-292-15/+39
| * disable first dripUbitUmarov2014-08-291-1/+1
| * try to reduce insane high data rate udp bursts. This needs testing on aUbitUmarov2014-08-282-1/+11
| * remove misplaced commentUbitUmarov2014-08-281-1/+0
| * try to make sense of throttle rate limitsUbitUmarov2014-08-282-4/+15
| * add some functions for estimation of number of bytes that can be send in a c...UbitUmarov2014-08-282-0/+13
| * send all presences terseupdates in same batchUbitUmarov2014-08-281-3/+3
| * if we send wearables with ThrottleOutPacketType.HighPriority, then weUbitUmarov2014-08-282-125/+18