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Animation
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Fixed: custom walking animations didn't stop when the avatar stopped walking.
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2012-04-27 20:47:02 +01:00 |
Scripting
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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
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2009-10-15 16:35:27 -07:00 |
Serialization
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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.
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2012-05-23 01:58:10 +01:00 |
Tests
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If an agent is still registered as 'in transit' by the source region, don't allow an immediate teleport back.
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2012-05-24 00:31:14 +01:00 |
Types
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remove unused BasicQuadTreeNode
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2010-07-30 21:06:45 +01:00 |
AsyncInventorySender.cs
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minor: remove mono compiler warning
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2011-07-11 02:11:37 +01:00 |
AsyncSceneObjectGroupDeleter.cs
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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.
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2012-05-23 01:58:10 +01:00 |
Border.cs
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Cardinals.cs
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CoalescedSceneObjects.cs
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refactor: move code to obtain the coalescence size and object offsets into CoalescedSceneObjects from the serializer.
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2011-04-13 21:48:16 +01:00 |
EntityBase.cs
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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!
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2011-11-16 23:01:59 +00:00 |
EntityManager.cs
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Call public ForEach instead of using m_entities directly. No semantic changes, just cleanup
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2011-11-16 02:33:56 -08:00 |
EventManager.cs
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Correct the delegate specification in EventManager.TriggerTerrainTainted. Looks like the wrong one was cut and pasted.
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2012-06-04 10:26:39 -07:00 |
Prioritizer.cs
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Remove pointless cluttering SOP.ParentGroup != null checks.
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2011-09-01 01:22:28 +01:00 |
RegionStatsHandler.cs
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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.
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2012-05-03 01:45:49 +01:00 |
ReturnInfo.cs
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Scene.Inventory.cs
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minor: extend commented out LinkInventoryItem log message for future use
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2012-05-21 21:00:22 +01:00 |
Scene.PacketHandlers.cs
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Mantis 5977 Corrections to llRegionSayTo
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2012-04-23 07:16:33 -04:00 |
Scene.Permissions.cs
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If a Grid God teleports then include the Godlike teleport flag. This can affect the starting position in the destination region.
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2012-04-27 20:22:35 +01:00 |
Scene.cs
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Instead of updating sim stats root agent, child, objects and scripts accounts every single scene frame, update in the once every 3 seconds SimStatsReporter run
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2012-06-01 04:47:11 +01:00 |
SceneBase.cs
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Move frame loop entirely within Scene.Update() for better future performance analysis and stat accuracy.
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2012-03-20 23:12:21 +00:00 |
SceneCommunicationService.cs
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Addresses mantis #5846
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2012-04-08 17:54:59 -07:00 |
SceneGraph.cs
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Check agent limit against root agent count rather than both root and child agents
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2012-05-17 23:33:26 +01:00 |
SceneManager.cs
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Remove unused SceneManager.TryGetAvatarsScene()
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2011-12-07 21:17:13 +00:00 |
SceneObjectGroup.Inventory.cs
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refactor: Rename SOG.GetChildPart() to GetPart() since it can also return the 'root' part.
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2012-03-31 01:52:06 +01:00 |
SceneObjectGroup.cs
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Port Avination's collision fixes to core.
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2012-05-15 01:02:38 +01:00 |
SceneObjectPart.cs
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Fix collision filtering. The filter should be checked on the receiving part!
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2012-05-29 18:18:47 +01:00 |
SceneObjectPartInventory.cs
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refactor: replace LSL_Api.InventoryKey(string) largely with SceneObjectPartInventory.GetInventoryItem(string)
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2012-05-26 00:36:01 +01:00 |
ScenePresence.cs
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Cleanup + change properties to set fields with private set : Thanks Justin for the tip.
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2012-05-18 19:34:12 -04:00 |
SimStatsReporter.cs
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Properly show per frame millisecond statistics per frame, not as amount of time taken per second.
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2012-06-04 23:07:53 +01:00 |
TerrainChannel.cs
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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.
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2012-03-16 13:08:05 -07:00 |
TerrainUtil.cs
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UndoState.cs
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Changes UpdateFlag in SOP to an enumeration of NONE, TERSE and FULL.
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2011-11-02 14:59:00 -07:00 |
UuidGatherer.cs
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Comment out the uuid gatherer lines that I accidentally left in.
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2011-10-23 03:14:32 +01:00 |