OpenSimMirror/OpenSim/Region/Framework/Scenes
Justin Clark-Casey (justincc) 714db90832 refactor: use SOG.HasPrivateAttachmentPoint in SOP.SendTerseUpdateToClient() instead of attachmentpoint magic numbers. 2012-06-20 22:46:01 +01:00
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Animation Fixed: custom walking animations didn't stop when the avatar stopped walking. 2012-04-27 20:47:02 +01:00
Scripting Object update prioritization by Jim Greensky of Intel Labs, part one. This implements a simple distance prioritizer based on initial agent positions. Re-prioritizing and more advanced priority algorithms will follow soon 2009-10-15 16:35:27 -07:00
Serialization Fix bug where an avatar that had an object they owned attached through llAttachToAvatar() or osForceAttachToAvatar() would wrongly have next permissions come into play when they detached that object and rezzed it in scene. 2012-05-23 01:58:10 +01:00
Tests Don't make duplicate call to ScenePresence.Close() separately in ETM.DoTeleport() if an agent needs closing. 2012-06-08 01:26:43 +01:00
Types remove unused BasicQuadTreeNode 2010-07-30 21:06:45 +01:00
AsyncInventorySender.cs OnConnectionClosed listeners, retrieve data from IClientAPI.SceneAgent rather than scanning all scene for the presence with the right id 2012-06-12 02:43:33 +01:00
AsyncSceneObjectGroupDeleter.cs Fix bug where an avatar that had an object they owned attached through llAttachToAvatar() or osForceAttachToAvatar() would wrongly have next permissions come into play when they detached that object and rezzed it in scene. 2012-05-23 01:58:10 +01:00
Border.cs Formatting cleanup. 2009-10-01 09:38:36 +09:00
Cardinals.cs Add copyright headers. Formatting cleanup. 2009-09-03 02:04:17 +09:00
CoalescedSceneObjects.cs refactor: move code to obtain the coalescence size and object offsets into CoalescedSceneObjects from the serializer. 2011-04-13 21:48:16 +01:00
EntityBase.cs Stop OdePrim and OdeCharacter insanely overriding set LocalID to set their own private m_localID property but leaving get to return the then unset PhysicsActor.LocalId! 2011-11-16 23:01:59 +00:00
EntityManager.cs Call public ForEach instead of using m_entities directly. No semantic changes, just cleanup 2011-11-16 02:33:56 -08:00
EventManager.cs Correct the delegate specification in EventManager.TriggerTerrainTainted. Looks like the wrong one was cut and pasted. 2012-06-04 10:26:39 -07:00
Prioritizer.cs Remove pointless cluttering SOP.ParentGroup != null checks. 2011-09-01 01:22:28 +01:00
RegionStatsHandler.cs Implement optional name and description on http stream handlers so that we can relate a slow request to what the handler actually does and the agent it serves, if applicable. 2012-05-03 01:45:49 +01:00
ReturnInfo.cs Minor: Change OpenSim to OpenSimulator in older copyright headers and LICENSE.txt. 2009-06-01 06:37:14 +00:00
Scene.Inventory.cs Log how many scripts are candidates for starting and how many are actually started. 2012-06-20 00:10:19 +01:00
Scene.PacketHandlers.cs Mantis 5977 Corrections to llRegionSayTo 2012-04-23 07:16:33 -04:00
Scene.Permissions.cs If a Grid God teleports then include the Godlike teleport flag. This can affect the starting position in the destination region. 2012-04-27 20:22:35 +01:00
Scene.cs If RegionReady is active, don't falsely say that logins are enabled in the main scene loop before RegionReady is signalled when initial script compilation finishes. 2012-06-20 00:07:03 +01:00
SceneBase.cs Move frame loop entirely within Scene.Update() for better future performance analysis and stat accuracy. 2012-03-20 23:12:21 +00:00
SceneCommunicationService.cs Fix bug with "kick user" reducing agent counts by 2 instead of 1. 2012-06-08 00:18:25 +01:00
SceneGraph.cs Go back to calling IncomingCloseAgent() in the "kick user" command for consistency instead of IClientAPI.Close() directly. 2012-06-08 00:59:39 +01:00
SceneManager.cs Remove unused SceneManager.TryGetAvatarsScene() 2011-12-07 21:17:13 +00:00
SceneObjectGroup.Inventory.cs Log how many scripts are candidates for starting and how many are actually started. 2012-06-20 00:10:19 +01:00
SceneObjectGroup.cs Add SOG.HasPrivateAttachmentPoint to tell if a SOG has a private attachment point. HUDs attachment points are private. 2012-06-14 01:20:55 +01:00
SceneObjectPart.cs refactor: use SOG.HasPrivateAttachmentPoint in SOP.SendTerseUpdateToClient() instead of attachmentpoint magic numbers. 2012-06-20 22:46:01 +01:00
SceneObjectPartInventory.cs Log how many scripts are candidates for starting and how many are actually started. 2012-06-20 00:10:19 +01:00
ScenePresence.cs Comment out the scene presence sitting debug log messages for now 2012-06-11 23:37:16 +01:00
SimStatsReporter.cs Scale down per frame MS stats to match scaled simulator FPS stat. 2012-06-05 00:27:51 +01:00
TerrainChannel.cs Terrain: added [Terrain] section with an option to load an initial flat terrain. Default is still pinhead island. I much rather have a flat land in the beginning. 2012-03-16 13:08:05 -07:00
TerrainUtil.cs Minor: Change OpenSim to OpenSimulator in older copyright headers and LICENSE.txt. 2009-06-01 06:37:14 +00:00
UndoState.cs Changes UpdateFlag in SOP to an enumeration of NONE, TERSE and FULL. 2011-11-02 14:59:00 -07:00
UuidGatherer.cs Comment out the uuid gatherer lines that I accidentally left in. 2011-10-23 03:14:32 +01:00