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path: root/OpenSim/Region/Framework/Scenes/SceneViewer.cs (follow)
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* refactor: move SOP.IsAttachment and AttachmentPoint up into SOG to avoid ↵Justin Clark-Casey (justincc)2011-08-271-2/+1
| | | | pointless duplication of identical values
* New command: show pending-objectsDiva Canto2011-02-061-0/+8
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* Guard against locking a nullref to avoid build breakMelanie2010-10-081-0/+3
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* Change the order of actions to address a possible nullrefMelanie2010-10-081-3/+2
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* Formatting cleanup.Jeff Ames2010-09-121-2/+2
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* First pass at cleaning up thread safety in EntityManager and SceneGraphJohn Hurliman2010-09-101-1/+2
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* One should not lock null objects.Melanie Thielker2010-06-011-5/+8
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* Lock the object queue when dequeueingMelanie2010-06-011-78/+81
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* Prevent a null refMelanie Thielker2010-05-271-0/+3
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* OpenSim/Framework/Communications/Cache deleted. LibraryRootFolder deleted.Diva Canto2010-01-111-1/+0
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* Object update prioritization by Jim Greensky of Intel Labs, part one. This ↵John Hurliman2009-10-151-21/+2
| | | | implements a simple distance prioritizer based on initial agent positions. Re-prioritizing and more advanced priority algorithms will follow soon
* Update svn properties.Jeff Ames2009-06-271-230/+230
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* Fixed null bug, which was making unit tests failMW2009-06-261-3/+7
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* Extracted the code that handles the sending of prim updates to the client, ↵MW2009-06-261-0/+226
from ScenePresence into ISceneViewer/SceneViewer. Currently ScenePresence "has" a ISceneViewer, although if we had a proper Node based scenegraph then it would most likely be attached directly to the nodes. By extracting this code, it should make it easier to experiment with different ways of managing the update process. [Next step to make this module based, could be to create a SceneViewerFactoryModule]