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path: root/OpenSim/Region/Examples/SimpleModule/RegionModule.cs (follow)
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* * This is the fabled LibOMV update with all of the libOMV types from JHurlimanTeravus Ovares2008-09-061-10/+10
| | | | | | | * This is a HUGE OMG update and will definitely have unknown side effects.. so this is really only for the strong hearted at this point. Regular people should let the dust settle. * This has been tested to work with most basic functions. However.. make sure you back up 'everything' before using this. It's that big! * Essentially we're back at square 1 in the testing phase.. so lets identify things that broke.
* Refactor the packet scheduling out of ClientView. Add intelligentMelanie Thielker2008-07-221-1/+1
| | | | | | | | | | resending, timeouts, packet discarding. Add notification event for packet discarding. Add priority scheduling for packet queues. Add outgoing duplicate detection facility. Correct packet sequencing. Make provisions for automatic server side throttle adjustments (comes in next installment)
* last round of warning squashing. calling it a day now.Dr Scofield2008-06-271-42/+42
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* * refactor: fission InnerScene.AddSceneObject()Justin Clarke Casey2008-06-271-3/+3
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* * Refactor: Move the responsibility for applying physics and sending the ↵Justin Clarke Casey2008-06-171-1/+0
| | | | | | | | | | initial client update to Scene.AddSceneObject() from some of the SceneObjectGroup constructors * I think this has been done cleanly from inspection and testing, but if prim creation or load suddenly starts playing up more than usual, please open a mantis * This also has the effect of stopping the archiver generating ghost in-world prims * Some code dupliction also removed
* * refactor: For new objects, move attach to backup to occur when adding to a ↵Justin Clarke Casey2008-06-121-3/+3
| | | | | | | | | scene, rather than on creation of the group * Adding to a scene is now parameterized such that one can choose not to actually persist that group * This is to support a use case where a module wants a scene which consists of both objects which are persisted, and ones which are just temporary for the lifetime of that server instance
* * Refactor: Change previous commits Object methods to SceneObject methods ↵Justin Clarke Casey2008-05-241-3/+3
| | | | instead, on the basis that this is less likely to cause confusion with c#'s base object type
* * Refactor: Renaming various *Entity*() methods to *Object*() methods on the ↵Justin Clarke Casey2008-05-241-3/+3
| | | | basis that they all take SOG parameters to improve code readability for now
* Formatting cleanup.Jeff Ames2008-05-141-1/+1
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* * Optimised using statements and namespace references across entire project ↵Adam Frisby2008-04-211-2/+0
| | | | (this took a while to run).
* few more minor changes, needs prebuild to be ran.MW2008-04-011-3/+3
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* a few small changesMW2008-04-011-1/+1
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* * Refactored out circular reference in Region.Environment <-> ↵lbsa712008-03-251-2/+3
| | | | | | | Framework.Data.Base We REALLY need to get the db layer sorted soon...
* Added copyright messages. Set svn:eol-style. Minor cleanup.Jeff Ames2008-03-181-2/+28
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* Update svn properties.Jeff Ames2008-03-141-114/+114
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* * Added cautionary README.txtlbsa712008-03-131-1/+1
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* * SimpleApp is dead, long live OpenSim.Region.Examples.SimpleModulelbsa712008-03-131-0/+114
* This module more or less crashes every region in the instance if you enable it by moving it from local /bin to global /bin * But hey, it crashes in lots of interesting ways.