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path: root/OpenSim/Region/Framework/Scenes/ScenePresence.cs (follow)
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| * back to just killsUbitUmarov2014-08-251-1/+0
| * *test* send kills and hackUbitUmarov2014-08-251-0/+3
| * clean sendKill a bit, remove a IsChild that is set too early in a callingUbitUmarov2014-08-241-2/+15
| * send avatar kills after attachments, send otherattachments before rest ofUbitUmarov2014-08-231-3/+4
| * back to sending attachment sog kills in place of the hack. This is theUbitUmarov2014-08-231-5/+8
| * sop SendFullUpdate() goes by presence if it is a attachmentUbitUmarov2014-08-221-7/+25
| * some cleanup ( well or not )UbitUmarov2014-08-221-58/+145
| * revert the kills, they seem even worseUbitUmarov2014-08-221-8/+3
| * silly...UbitUmarov2014-08-221-2/+2
| * replace hack by sog kills on tp outUbitUmarov2014-08-211-1/+15
| * make the hack more extensive. Forbid sog/sop updates if Intransit butUbitUmarov2014-08-211-8/+13
| * replace AgentHasMovedAway + KillEntity by a hacked version on teleportsUbitUmarov2014-08-211-1/+10
| * some cleanup..UbitUmarov2014-08-211-174/+146
| * ...UbitUmarov2014-08-211-2/+3
| * variations..UbitUmarov2014-08-211-195/+48
| * testUbitUmarov2014-08-211-15/+22
| * add filter sog updatesUbitUmarov2014-08-211-2/+0
| * bug fixUbitUmarov2014-08-211-2/+2
| * testUbitUmarov2014-08-211-6/+6
| * testUbitUmarov2014-08-211-15/+29
| * bad testUbitUmarov2014-08-211-2/+2
| * add a direct sendpartfullUpdate to send a full object update to a part,UbitUmarov2014-08-211-0/+4
| * Reserve a extra localID for a presence ( it will be localID + 1 )UbitUmarov2014-08-201-1/+1
| * sending attachment kills before putting them back doesnt cover all casesUbitUmarov2014-08-201-24/+21
| * also send attachment pre-kills on crossingsUbitUmarov2014-08-191-1/+14
| * test ....UbitUmarov2014-08-191-1/+1
| * testUbitUmarov2014-08-191-2/+148
| * variationsss...UbitUmarov2014-08-191-4/+8
| * remove the silly sendTerseUpdates. I was fooled by wingridproxy notUbitUmarov2014-08-191-3/+0
| * testUbitUmarov2014-08-191-13/+40
| * testUbitUmarov2014-08-191-7/+5
| * send the avatar data after sending attachments, by the same Entity updatesUbitUmarov2014-08-191-7/+41
| * *test* send attachments in sync, resend avatar at endUbitUmarov2014-08-191-1/+9
| * undo the hack.. its uselessUbitUmarov2014-08-181-9/+0
| * moved hacks to scene presence completemovement, possible only neededUbitUmarov2014-08-181-0/+10
| * *DANGER* *HACKS* on reusing child presences: partA send kills toUbitUmarov2014-08-181-0/+1
| * reduce the kills sent, hide attachments kills on originUbitUmarov2014-08-181-72/+17
| * NOT GOOD. Changed hide code on crossing/tp. Send needed avatar and attachmentsUbitUmarov2014-08-181-35/+60
| * more detailed timing on completmovementUbitUmarov2014-08-161-0/+19
| * minor low resolution debug timmingUbitUmarov2014-08-161-1/+3
| * change how avatar data, appearance and animations are sent, speciallyUbitUmarov2014-08-161-112/+98
| * dont mess with Throttles in code also used to send to main regions. UseUbitUmarov2014-08-141-2/+6
| * remove the region where we are root from the list of Neighbours andUbitUmarov2014-08-131-0/+12
| * reverted last change since it did nothing usefullUbitUmarov2014-08-131-3/+0
| * TEST do a Animator.UpdateMovementAnimations() when making root ( inUbitUmarov2014-08-131-1/+5
| * use Vector3.normalize in place of util.GetNormalizeUbitUmarov2014-08-121-6/+3
| * try no send current LookAt, remove redundant incomplete position heightUbitUmarov2014-08-121-9/+13
| * fix VS creative indentationUbitUmarov2014-08-121-136/+136
| * change XMLIrpgGroups attach to events, using the more correctUbitUmarov2014-08-121-151/+156
| * remove a land.SendLandUpdateToClient() since its now done for all cases inUbitUmarov2014-08-111-2/+2