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* ...UbitUmarov2014-08-211-2/+3
* variations..UbitUmarov2014-08-211-195/+48
* testUbitUmarov2014-08-211-15/+22
* add filter sog updatesUbitUmarov2014-08-212-2/+40
* 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 updates priority queue 2 for attachments, send them by it onUbitUmarov2014-08-201-4/+16
* Reserve a extra localID for a presence ( it will be localID + 1 )UbitUmarov2014-08-202-1/+13
* 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
* HACK force GetPriorityByBestAvatarResponsiveness ignoring configurationUbitUmarov2014-08-191-0/+5
* minor changes to GetPriorityByBestAvatarResponsiveness codeUbitUmarov2014-08-191-15/+16
* *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 neededUbitUmarov2014-08-182-10/+10
* missing file for previus commitUbitUmarov2014-08-181-0/+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
* put bake bakes, plus a missing change forcing animations to pass byUbitUmarov2014-08-171-1/+5
* 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 creative hack and try to fixUbitUmarov2014-08-131-100/+92
* Merge branch 'master' into ubitworkmasterUbitUmarov2014-08-131-12/+19
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| * Merge branch 'ubitworkmaster'Melanie Thielker2014-08-121-43/+49
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| * \ Merge branch 'ubitworkmaster'Melanie Thielker2014-08-111-53/+48
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| * | | Fix a condition checkMelanie Thielker2014-08-111-1/+1
| * | | Make texture anims work right on singuMelanie Thielker2014-08-111-12/+19
* | | | 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
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* | | 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
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* | remove a land.SendLandUpdateToClient() since its now done for all cases inUbitUmarov2014-08-111-2/+2
* | dont do ParcelCrossCheck() on child avatarsUbitUmarov2014-08-111-0/+3
* | TEST move parcelRegionCross to EntityTransferModule cross so it works onUbitUmarov2014-08-101-4/+4