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* *TEST* send udp sync. Stop uncontroled and hidden use of IO threads.UbitUmarov2014-10-132-2/+19
* on util thread pool reduce the min number of threads, increase theUbitUmarov2014-10-132-3/+3
* name the threadUbitUmarov2014-10-131-0/+1
* change/fix previus commitsUbitUmarov2014-10-132-3/+11
* reduce minimum number of smartpool threads and name itUbitUmarov2014-10-131-3/+3
* tune poll smartThreadpool use and give it a nameUbitUmarov2014-10-131-2/+5
* move AnimationSet and AvatarSkeleton to OpenSimExtrasUbitUmarov2014-10-121-5/+7
* try to reduce avatar bounce on falls. Not all possible side effectsUbitUmarov2014-10-121-25/+19
* add simulator features AvatarSkeleton and AnimationSet reportUbitUmarov2014-10-111-1/+4
* changed skeleton, do parse the mesh on upload to check skeleton. Sooner orUbitUmarov2014-10-112-26/+26
* dont let test mesh go to meshes inventory folder that is not displayed byUbitUmarov2014-10-111-1/+3
* bug fixUbitUmarov2014-10-111-2/+3
* check for avatar skeleton data on meshs headers on cost estimation. DontUbitUmarov2014-10-112-11/+101
* Merge branch 'master' into ubitworkmasterUbitUmarov2014-10-091-6/+36
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| * Merge branch 'ubitworkmaster'Melanie Thielker2014-10-041-4/+4
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| * \ Merge branch 'ubitworkmaster'Melanie Thielker2014-10-041-61/+68
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| * \ \ Merge branch 'ubitworkmaster'Melanie Thielker2014-10-0311-309/+637
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| * | | | Also store names of assets in the AnimationSetMelanie Thielker2014-10-031-6/+36
* | | | | fix targetOmega resend on deselect on the right place, can't be at sopUbitUmarov2014-10-062-2/+5
* | | | | reduce some avatar engine strenghtUbitUmarov2014-10-051-9/+10
* | | | | try to help steps climb a bit compensating the bounce reductionUbitUmarov2014-10-041-0/+2
* | | | | bug fix: resend part targetOmega on deSelectUbitUmarov2014-10-041-0/+2
* | | | | bug fix: leave jumping state only to landing, without fallback intoUbitUmarov2014-10-041-12/+12
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* | | | bug fix: revert back check on creating linkUbitUmarov2014-10-041-4/+4
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* | | added a missing angularVelocity.Zero on sitting, removed odd camera basedUbitUmarov2014-10-031-61/+68
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* | clean up coments, use a even faster XY move request detectionUbitUmarov2014-10-011-65/+19
* | removed useless unreal inworld movement vector estimation. Do animation stat...UbitUmarov2014-10-011-70/+97
* | do global position X and Y with double precision in autopilot, soUbitUmarov2014-09-301-4/+7
* | fix a incomplet landing handling caseUbitUmarov2014-09-301-14/+11
* | persist script changes to mediaURL and musicURL ( heavy thing )UbitUmarov2014-09-301-0/+2
* | fix musicURL change being sent back with wrong snap_selection, and notUbitUmarov2014-09-301-22/+20
* | keep same animation if in transitUbitUmarov2014-09-301-0/+3
* | remove check of other prim top height on steps climb codeUbitUmarov2014-09-291-3/+4
* | Merge branch 'master' into ubitworkmasterUbitUmarov2014-09-293-35/+62
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| * Also fetch and store old asset for animation setsMelanie Thielker2014-09-271-2/+4
| * Reinstate the part of the id theft protection that was lost in a long ago mergeMelanie Thielker2014-09-271-0/+20
| * Make changes to AnimationSet to allow indexing by names rather than indices. ...Melanie Thielker2014-09-272-35/+40
* | change avatar physics and motion control. Still not that good :(UbitUmarov2014-09-294-200/+493
* | change permitions againUbitUmarov2014-09-261-3/+3
* | change it again...UbitUmarov2014-09-262-12/+37
* | remove unnecessary argument refUbitUmarov2014-09-262-2/+2
* | make c# more happyUbitUmarov2014-09-262-6/+3
* | use central animationset permitions defineUbitUmarov2014-09-261-2/+2
* | change animset permitions to reflect no transfer natureUbitUmarov2014-09-261-4/+8
* | add centerlized AnimationSet item permitions settingUbitUmarov2014-09-261-0/+19
* | refuse to do a inventory link if provided asset type is not a link orUbitUmarov2014-09-261-0/+4
* | remove debug msgsUbitUmarov2014-09-262-7/+1
* | debug msgUbitUmarov2014-09-261-0/+5
* | little debugUbitUmarov2014-09-261-1/+3
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* bug fix: add missing attach to region heartbeat event to update animationsUbitUmarov2014-09-261-0/+2