aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region (follow)
Commit message (Expand)AuthorAgeFilesLines
* turn off Nangle on users of ServivePointManager like webrequestsUbitUmarov2014-09-171-0/+1
* Dont add to physics in a child update. It is missing several checks likeUbitUmarov2014-09-171-2/+4
* try to send fly state on tpsUbitUmarov2014-09-162-1/+10
* Reinstate closing the client if CloseAgen returns false. This was partMelanie Thielker2014-09-141-1/+2
* revert changes to m_pendingCache and remove client close if there is noUbitUmarov2014-09-141-21/+14
* Merge branch 'master' into ubitworkmasterUbitUmarov2014-09-141-0/+12
|\
| * When CloseAgnt is called with an agent id that doesn't have a presence, check...Melanie Thielker2014-09-131-0/+12
* | do not use a blind expire of m_pendingCache. Entries must be valid whileUbitUmarov2014-09-131-15/+23
|/
* If a client's SceneAgent is null, that client is not fully logged in orMelanie Thielker2014-09-131-0/+14
* taskInventory request: give each transfer a diferent filename, Add moreUbitUmarov2014-09-121-101/+96
* handle AO sit ground caseUbitUmarov2014-09-101-2/+27
* *TEST* add movement states SIT and SITGROUND. ScenePresence on SIT,UbitUmarov2014-09-103-34/+71
* Fix a nullref that can hit Vivox voiceMelanie Thielker2014-09-101-2/+8
* it its a default ( internal ) animation return its name in lower caseUbitUmarov2014-09-091-1/+1
* remove the check animState == anim for same reasonsUbitUmarov2014-09-091-16/+10
* look for animation on part inventory before default animations, soUbitUmarov2014-09-091-4/+7
* force update of movement animationUbitUmarov2014-09-092-2/+15
* on SetAnimationOverride do a UpdateMovementAnimations();UbitUmarov2014-09-091-1/+2
* *test*UbitUmarov2014-09-092-1/+22
* Plumb the rest of the serverside AOMelanie Thielker2014-09-094-0/+113
* Merge branch 'ubitworkmaster'Melanie Thielker2014-09-091-1/+4
|\
| * add full delete if uuid iz zero and state is ALLUbitUmarov2014-09-091-1/+4
* | Add some case magic and send an anim pack when an override is setMelanie Thielker2014-09-092-1/+2
|/
* Merge branch 'master' into ubitworkmasterUbitUmarov2014-09-094-5/+116
|\
| * Add perms checkMelanie Thielker2014-09-092-0/+8
| * Add some forgotten callsMelanie Thielker2014-09-091-0/+2
| * Add missing fileMelanie Thielker2014-09-091-0/+76
| * Actually do the overridingMelanie Thielker2014-09-092-1/+14
| * Also check standard anim namesMelanie Thielker2014-09-091-4/+16
* | only cancel attchment needed update type on sending sheduled updates.UbitUmarov2014-09-091-4/+3
* | huds bug fixUbitUmarov2014-09-091-28/+50
* | remove messing with KeyframeMotion on attachUbitUmarov2014-09-091-2/+2
* | dont force Phantom on attachments, breaking no mod objects if wear byUbitUmarov2014-09-091-1/+1
* | drop attachments with original physical proprietiesUbitUmarov2014-09-091-21/+6
* | set default LinksetPhysPrims to 0 so max number of prims for physicalUbitUmarov2014-09-091-1/+1
* | Merge branch 'master' into ubitworkmasterUbitUmarov2014-09-095-1/+56
|\ \ | |/
| * make PERMISSION_OVERRIDE_ANIMATIONS implicit for attachmentsMelanie Thielker2014-09-091-1/+2
| * Plumb llSetAnimationOverrideMelanie Thielker2014-09-095-0/+54
* | dont send fullObjectUpdate on deselectUbitUmarov2014-09-091-4/+4
* | limit number of prims on physical objects. Not all cases covered stillUbitUmarov2014-09-085-3/+78
* | on drop send full update on root prim, terse on others ( as sl ). FixUbitUmarov2014-09-081-2/+5
* | change attachment drop, to make object Phanton. THis is not as SL, butUbitUmarov2014-09-081-8/+12
* | *NEEDS more testing* on attachment drop: fix adding prims to physicsUbitUmarov2014-09-081-4/+31
|/
* do not send objectproprieties on sop.SetGroup(). I many cases this willUbitUmarov2014-09-051-2/+2
* near region check on tp needs to be a full current view check.UbitUmarov2014-09-051-6/+6
* reduce MIN_CALLBACK_MS guard time. A value too high introduces a extraUbitUmarov2014-09-021-1/+1
* void time change between gettime callsUbitUmarov2014-09-021-4/+3
* *needs testing, not that good* change throttles math using floats and notUbitUmarov2014-09-024-125/+112
* make use of it in GetMeshModule, and meshs are Assets not Task itens,UbitUmarov2014-08-291-43/+4
* add method to get a category throttle rateUbitUmarov2014-08-294-38/+47