| Commit message (Collapse) | Author | Files | Lines |
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there?
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viewers, partB keep using same localID (as before)
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kills, visible so we can see what is going on, to try to improve later
(this are always needed, hidding just made issues more visible )
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scenepresence
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better, like not telling clients to log on regions where they are already
child
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level to 500ms from 3000ms
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the order
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null there )
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on the update sent next
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receiver checks old method if it doesnt get packed appeareace
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enougth to reasonable account for grid and region lag spikes
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(scene.NewUserConnection()) acording to cases, and with minimal calls to
external grid services.
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predictable.
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telling client to connect, to account for potencial async tasks that need
to finish before the client knocks at the door. Empirical value used
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connections console command
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full parameters on appearance cloning so its clear we want it all
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send a lot less
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issue: alll this seems to be sent back to childs, need to stop that
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childSeeds
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validate appearence just before sending animation
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bit. This"
This reverts commit 30f00bfb14cce582382bd37b1e22062af664ec64.
Conflicts:
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
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need a delay, we need to do it at end of HandleUseCircuitCode before
feeding pending packets (including that one) into processing queue.
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priority to chat
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do it only where its supposed to be done..
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