| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
| |
it also to original mesher code and zeromesher
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
| |
Parallel. This is quite possibly the source of some deadlocking, and at the very least the synchronous version gives better stack traces
* Lock the LLUDPClient RTO math * Add a helper function for backing off the RTO, and follow the optional advice in RFC 2988 to clear existing SRTT and RTTVAR values during a backoff
* Removing the unused PrimitiveBaseShape.SculptImage parameter * Improved performance of SceneObjectPart instantiation * ZeroMesher now drops SculptData bytes like Meshmerizer, to allow the texture data to be GCed * Improved typecasting speed in MySQLLegacyRegionData.BuildShape()
* Improved the instantiation of PrimitiveBaseShape
|
|
|
|
| |
LICENSE.txt.
|
|
|
|
| |
status to mesher
|
|
|
|
|
|
|
|
| |
added 44 configurable options!
* This includes if you want to mesh sculpties and the Level of detail on the sculptie meshing for non physical and a separate LOD on physical sculpties.
* The options range from gravity.. to avatar movement speed, to friction management.. to object density.. to update throttling.
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
| |
* shortened references
* Removed redundant 'this'
* Normalized EOF
|
| |
|
|
* Addition of Gerhard's ZeroMesher.
* Addition of meshing OpenSim.ini parameter
* Some modifications to the Meshmerizer
* Meshmerizer set to default meshing plugin because ZeroMesher needs a memory locking fix. We'll switch it back after the memory locking issue is resolved.
|