OpenSimMirror/OpenSim/Region
Justin Clark-Casey (justincc) cc8897fceb Add test for PCM taint. This currently fails due to unexpected behaviour of SceneGraph.ForEachSOG(). This will be corrected soon.
Also adds lots of temproarily debug logging
2011-03-26 00:34:49 +00:00
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Application On initial setup, include estate and regions names in questions to make it clearer what they relate to. 2011-03-21 23:26:35 +00:00
ClientStack Add test for PCM taint. This currently fails due to unexpected behaviour of SceneGraph.ForEachSOG(). This will be corrected soon. 2011-03-26 00:34:49 +00:00
CoreModules Add test for PCM taint. This currently fails due to unexpected behaviour of SceneGraph.ForEachSOG(). This will be corrected soon. 2011-03-26 00:34:49 +00:00
DataSnapshot First pass at cleaning up thread safety in EntityManager and SceneGraph 2010-09-10 12:04:12 -07:00
Examples/SimpleModule Start using IPrimCounts populated by PrimCountModule instead of LandData counts populated by LandManagementModule. 2011-03-25 23:05:51 +00:00
Framework Start using IPrimCounts populated by PrimCountModule instead of LandData counts populated by LandManagementModule. 2011-03-25 23:05:51 +00:00
OptionalModules Start using IPrimCounts populated by PrimCountModule instead of LandData counts populated by LandManagementModule. 2011-03-25 23:05:51 +00:00
Physics This fixes mantis #5198 and related. Physics is not my expertise, so I'm not 100% sure of what all the consequences of this change are. Pushing up, so others can take a look. 2010-12-24 16:23:00 -08:00
RegionCombinerModule When an oar is loaded, do not create a default parcel before loading the parcels from the OAR. 2011-01-27 20:36:50 +00:00
ReplaceableModules Some module reshuffling, no user functionality yet 2009-07-10 20:46:16 +00:00
ScriptEngine Add support for new naming syntax of linked regions to osTeleportAgent and osTeleportOwner. 2011-02-17 13:47:13 +01:00
UserStatistics Cleaned up access to scenepresences in scenegraph. GetScenePresences and GetAvatars have been removed to consolidate locking and iteration within SceneGraph. All callers which used these to then iterate over presences have been refactored to instead pass their delegates to Scene.ForEachScenePresence(Action<ScenePresence>). 2010-03-19 15:16:35 -07:00