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path: root/OpenSim/Region/Framework/Scenes/ScenePresence.cs (unfollow)
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2014-08-25back to just killsUbitUmarov1-1/+0
2014-08-25*test* send kills and hackUbitUmarov1-0/+3
2014-08-24clean sendKill a bit, remove a IsChild that is set too early in a callingUbitUmarov1-2/+15
2014-08-23send avatar kills after attachments, send otherattachments before rest ofUbitUmarov1-3/+4
2014-08-23 back to sending attachment sog kills in place of the hack. This is theUbitUmarov1-5/+8
2014-08-22sop SendFullUpdate() goes by presence if it is a attachmentUbitUmarov1-7/+25
2014-08-22some cleanup ( well or not )UbitUmarov1-58/+145
2014-08-22revert the kills, they seem even worseUbitUmarov1-8/+3
2014-08-22silly...UbitUmarov1-2/+2
2014-08-21 replace hack by sog kills on tp outUbitUmarov1-1/+15
2014-08-21 make the hack more extensive. Forbid sog/sop updates if Intransit butUbitUmarov1-8/+13
2014-08-21 replace AgentHasMovedAway + KillEntity by a hacked version on teleportsUbitUmarov1-1/+10
2014-08-21some cleanup..UbitUmarov1-174/+146
2014-08-21...UbitUmarov1-2/+3
2014-08-21variations..UbitUmarov1-195/+48
2014-08-21testUbitUmarov1-15/+22
2014-08-21 add filter sog updatesUbitUmarov1-2/+0
2014-08-21bug fixUbitUmarov1-2/+2
2014-08-21testUbitUmarov1-6/+6
2014-08-21testUbitUmarov1-15/+29
2014-08-21bad testUbitUmarov1-2/+2
2014-08-21add a direct sendpartfullUpdate to send a full object update to a part,UbitUmarov1-0/+4
2014-08-20 Reserve a extra localID for a presence ( it will be localID + 1 )UbitUmarov1-1/+1
2014-08-20sending attachment kills before putting them back doesnt cover all casesUbitUmarov1-24/+21
2014-08-19 also send attachment pre-kills on crossingsUbitUmarov1-1/+14
2014-08-19 test ....UbitUmarov1-1/+1
2014-08-19testUbitUmarov1-2/+148
2014-08-19variationsss...UbitUmarov1-4/+8
2014-08-19 remove the silly sendTerseUpdates. I was fooled by wingridproxy notUbitUmarov1-3/+0
2014-08-19testUbitUmarov1-13/+40
2014-08-19testUbitUmarov1-7/+5
2014-08-19send the avatar data after sending attachments, by the same Entity updatesUbitUmarov1-7/+41
2014-08-19*test* send attachments in sync, resend avatar at endUbitUmarov1-1/+9
2014-08-18undo the hack.. its uselessUbitUmarov1-9/+0
2014-08-18moved hacks to scene presence completemovement, possible only neededUbitUmarov1-0/+10
2014-08-18*DANGER* *HACKS* on reusing child presences: partA send kills toUbitUmarov1-0/+1
2014-08-18 reduce the kills sent, hide attachments kills on originUbitUmarov1-72/+17
2014-08-18NOT GOOD. Changed hide code on crossing/tp. Send needed avatar and attachmentsUbitUmarov1-35/+60
2014-08-16more detailed timing on completmovementUbitUmarov1-0/+19
2014-08-16minor low resolution debug timmingUbitUmarov1-1/+3
2014-08-16change how avatar data, appearance and animations are sent, speciallyUbitUmarov1-112/+98
2014-08-14dont mess with Throttles in code also used to send to main regions. UseUbitUmarov1-2/+6
2014-08-13 remove the region where we are root from the list of Neighbours andUbitUmarov1-0/+12
2014-08-13reverted last change since it did nothing usefullUbitUmarov1-3/+0
2014-08-13TEST do a Animator.UpdateMovementAnimations() when making root ( inUbitUmarov1-1/+5
2014-08-12 use Vector3.normalize in place of util.GetNormalizeUbitUmarov1-6/+3
2014-08-12try no send current LookAt, remove redundant incomplete position heightUbitUmarov1-9/+13
2014-08-12 fix VS creative indentationUbitUmarov1-136/+136
2014-08-12 change XMLIrpgGroups attach to events, using the more correctUbitUmarov1-151/+156
2014-08-11remove a land.SendLandUpdateToClient() since its now done for all cases inUbitUmarov1-2/+2