Commit message (Collapse) | Author | Age | Files | Lines | |
---|---|---|---|---|---|
* | Eliminate pointless checks of SOG.RootPart != null | Justin Clark-Casey (justincc) | 2011-09-01 | 1 | -2/+0 |
| | | | | It's never possible for SOG to have no RootPart, except in the first few picosends of the big bang when it's pulled from region persistence or deserialized | ||||
* | refactor: move SOP.IsAttachment and AttachmentPoint up into SOG to avoid ↵ | Justin Clark-Casey (justincc) | 2011-08-27 | 1 | -1/+1 |
| | | | | pointless duplication of identical values | ||||
* | refactor: make SceneObjectGroup.GroupScale() a property rather than a mehod | Justin Clark-Casey (justincc) | 2011-07-16 | 1 | -4/+6 |
| | |||||
* | minor: code tidy and inserted log lines for future use. | Justin Clark-Casey (justincc) | 2011-07-09 | 1 | -3/+1 |
| | | | | | | | | Unable to get to the bottom of why resizing a mesh fails to properly reset the physics proxy, when toggling phantom does After a mesh is generated, the existing sculptdata is set to zero in PrimitiveBaseShape to save memory When phantom is toggled, the sculptdata is regenerated before remeshing. But on resize, the sculptdata is not regenerated. So clearly, resetting sculptdata is possible, but haven't quite been able to pin down how this is being done when phantom is toggled. | ||||
* | Nope, that didn't feel right. Moving all those modules to Linden space. | Diva Canto | 2011-04-30 | 2 | -0/+744 |