Commit message (Collapse) | Author | Age | Files | Lines | |
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* | Add ILandObject.IPrimCounts for the new prim count module. | Justin Clark-Casey (justincc) | 2011-03-25 | 1 | -0/+2 |
| | | | | Not functional yet, but tests now act against this object rather than interrogating the module directly | ||||
* | Add method doc to the Get*() methods on PrimCountModule | Justin Clark-Casey (justincc) | 2011-03-23 | 1 | -0/+27 |
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* | remove a rogue Console.WriteLine() from the last commit. | Justin Clark-Casey (justincc) | 2011-03-23 | 1 | -1/+0 |
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* | Add generic EventManager.OnObjectAddedToScene and get PrimCountModule to ↵ | Justin Clark-Casey (justincc) | 2011-03-23 | 1 | -2/+8 |
| | | | | | | | listen for that rather than EventManager.OnParcelPrimCountAdd OnParcelPrimCountAdd had the wrong semantics for the PrimCountModule - it was invoked for every entity in the scene, not just new ones, which would screw up the untainted count. Extend automated test for this scenario. | ||||
* | Add an initial confidence-building TestAddObject() for prim counts. | Justin Clark-Casey (justincc) | 2011-03-22 | 1 | -6/+17 |
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* | Flash out the prim count module | Melanie | 2011-01-29 | 1 | -0/+174 |
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* | Create the structure of classes and interfaces to replace the cruft that | Melanie | 2011-01-29 | 1 | -0/+120 |
| | | | | is in the land management module today | ||||
* | Adding the prim count module skeleton | Melanie | 2011-01-28 | 1 | -0/+112 |