aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Framework/Scenes/ScenePresence.cs (follow)
Commit message (Expand)AuthorAgeFilesLines
* back to just killsUbitUmarov2014-08-251-1/+0
* *test* send kills and hackUbitUmarov2014-08-251-0/+3
* clean sendKill a bit, remove a IsChild that is set too early in a callingUbitUmarov2014-08-241-2/+15
* send avatar kills after attachments, send otherattachments before rest ofUbitUmarov2014-08-231-3/+4
* back to sending attachment sog kills in place of the hack. This is theUbitUmarov2014-08-231-5/+8
* sop SendFullUpdate() goes by presence if it is a attachmentUbitUmarov2014-08-221-7/+25
* some cleanup ( well or not )UbitUmarov2014-08-221-58/+145
* revert the kills, they seem even worseUbitUmarov2014-08-221-8/+3
* silly...UbitUmarov2014-08-221-2/+2
* replace hack by sog kills on tp outUbitUmarov2014-08-211-1/+15
* make the hack more extensive. Forbid sog/sop updates if Intransit butUbitUmarov2014-08-211-8/+13
* replace AgentHasMovedAway + KillEntity by a hacked version on teleportsUbitUmarov2014-08-211-1/+10
* some cleanup..UbitUmarov2014-08-211-174/+146
* ...UbitUmarov2014-08-211-2/+3
* variations..UbitUmarov2014-08-211-195/+48
* testUbitUmarov2014-08-211-15/+22
* add filter sog updatesUbitUmarov2014-08-211-2/+0
* bug fixUbitUmarov2014-08-211-2/+2
* testUbitUmarov2014-08-211-6/+6
* testUbitUmarov2014-08-211-15/+29
* bad testUbitUmarov2014-08-211-2/+2
* add a direct sendpartfullUpdate to send a full object update to a part,UbitUmarov2014-08-211-0/+4
* Reserve a extra localID for a presence ( it will be localID + 1 )UbitUmarov2014-08-201-1/+1
* sending attachment kills before putting them back doesnt cover all casesUbitUmarov2014-08-201-24/+21
* also send attachment pre-kills on crossingsUbitUmarov2014-08-191-1/+14
* test ....UbitUmarov2014-08-191-1/+1
* testUbitUmarov2014-08-191-2/+148
* variationsss...UbitUmarov2014-08-191-4/+8
* remove the silly sendTerseUpdates. I was fooled by wingridproxy notUbitUmarov2014-08-191-3/+0
* testUbitUmarov2014-08-191-13/+40
* testUbitUmarov2014-08-191-7/+5
* send the avatar data after sending attachments, by the same Entity updatesUbitUmarov2014-08-191-7/+41
* *test* send attachments in sync, resend avatar at endUbitUmarov2014-08-191-1/+9
* undo the hack.. its uselessUbitUmarov2014-08-181-9/+0
* moved hacks to scene presence completemovement, possible only neededUbitUmarov2014-08-181-0/+10
* *DANGER* *HACKS* on reusing child presences: partA send kills toUbitUmarov2014-08-181-0/+1
* reduce the kills sent, hide attachments kills on originUbitUmarov2014-08-181-72/+17
* NOT GOOD. Changed hide code on crossing/tp. Send needed avatar and attachmentsUbitUmarov2014-08-181-35/+60
* more detailed timing on completmovementUbitUmarov2014-08-161-0/+19
* minor low resolution debug timmingUbitUmarov2014-08-161-1/+3
* change how avatar data, appearance and animations are sent, speciallyUbitUmarov2014-08-161-112/+98
* dont mess with Throttles in code also used to send to main regions. UseUbitUmarov2014-08-141-2/+6
* remove the region where we are root from the list of Neighbours andUbitUmarov2014-08-131-0/+12
* reverted last change since it did nothing usefullUbitUmarov2014-08-131-3/+0
* TEST do a Animator.UpdateMovementAnimations() when making root ( inUbitUmarov2014-08-131-1/+5
* use Vector3.normalize in place of util.GetNormalizeUbitUmarov2014-08-121-6/+3
* try no send current LookAt, remove redundant incomplete position heightUbitUmarov2014-08-121-9/+13
* fix VS creative indentationUbitUmarov2014-08-121-136/+136
* change XMLIrpgGroups attach to events, using the more correctUbitUmarov2014-08-121-151/+156
* remove a land.SendLandUpdateToClient() since its now done for all cases inUbitUmarov2014-08-111-2/+2