John Hurliman
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93ef65c690
* Moving all of the prioritization/reprioritization code into a new file Prioritizer.cs
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14 years ago |
Dan Lake
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73e9b0be72
Inconsistent locking of ScenePresence array in SceneGraph. Fixed by eliminating option to return the actual list. Callers can now either request a copy of the array as a new List or ask the SceneGraph to call a delegate function on every ScenePresence. Iteration and locking of the ScenePresences now takes place only within the SceneGraph class.
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14 years ago |
Jeff Ames
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f58a0394ed
Formatting cleanup. Add copyright notices.
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14 years ago |
Justin Clark-Casey (justincc)
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716e6f20e1
compiler warnings revealed that public PlaySoundSlavePrims properties were changing the wrong protected fields.
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14 years ago |
Justin Clark-Casey (justincc)
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8305e6af07
refactor: push sog.SendPartFullUpdate() down into sop where it better belongs
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14 years ago |
Justin Clark-Casey (justincc)
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edb176447b
Fix bug where approximately half the time, attachments would rez only their root prim until right clicked (or otherwise updated).
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14 years ago |
Jeff Ames
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2dea162073
Formatting cleanup.
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14 years ago |
Justin Clark-Casey (justincc)
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4c90ee2943
Merge branch 'master' of ssh://[email protected]/var/git/opensim
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14 years ago |
Justin Clark-Casey (justincc)
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052f2b3e27
minor: Make SOG.DelinkFromGroup() return the newly delinked scene object instead of void
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14 years ago |
Revolution
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9821c4f566
Revolution is on the roll again! :)
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14 years ago |
Justin Clark-Casey (justincc)
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9f4883d146
refactor: Reuse SceneObjectGroup.IsAttachmentCheckFull() in Scene.AddSceneObject since this wraps a check that is much less clear
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14 years ago |
Justin Clark-Casey (justincc)
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96d5c8196a
minor: add reminder to lock SOG.Children before using it directly in order to avoid threading issues
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14 years ago |
Melanie
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2320b17ca9
Whitespace cleanup
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14 years ago |
Revolution
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a0859754c0
Adds llRotTarget and the events at_rot_target and not_at_rot_target.
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14 years ago |
Revolution
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3ec502f551
Readds llCollisionFilter and adds llPassCollision.
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14 years ago |
Melanie
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e530180c1e
Glue code for a couple of new LSL function implementations
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14 years ago |
Melanie
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5259a32319
Remove extra forced updates. They're not needed for each prim. Really.
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15 years ago |
Melanie
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e3a22ff37d
Eliminate multiple updates on link/unlink
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15 years ago |
Teravus Ovares (Dan Olivares)
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781db43a76
* Fixes the 10x10x10 hard physics limitation. (wierdly, you have to set this for each region in your Regions.ini[PhysicalPrimMax = 10(default)])
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15 years ago |
Melanie
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b9eb244d6d
Reset update flag when a SOG is deleted. This fixes llDie();
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15 years ago |
Melanie
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9d63f90467
Remove the old (Remoting) region crossing code. Fix the new code to
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15 years ago |
Diva Canto
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d5c18f6149
Make GroupRootUpdate be a terse update. This method is not used by opensim (it should), but it's used by external modules.
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15 years ago |
John Hurliman
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ec2ebf2598
Removing EntityBase.Rotation
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15 years ago |
John Hurliman
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1927945053
Another race condition fix in SceneObjectGroup
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15 years ago |
John Hurliman
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59eb378d16
Small performance tweaks to code called by the heartbeat loop
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15 years ago |
John Hurliman
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1c9696a9d2
Always send a time dilation of 1.0 while we debug rubberbanding issues
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15 years ago |
John Hurliman
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d199767e69
Experimental change of PhysicsVector to Vector3. Untested
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15 years ago |
John Hurliman
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730930955a
Changing Scene.ForEachClient to use the synchronous for loop instead of Parallel. This is quite possibly the source of some deadlocking, and at the very least the synchronous version gives better stack traces
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15 years ago |
John Hurliman
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62f1a5e36d
Implemented a "FrontBack" prioritizer, using distance plus the plane equation to give double weight to prims/avatars in front of you
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15 years ago |
John Hurliman
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588361e2a2
Experimental change to use an immutable array for iterating ScenePresences, avoiding locking and copying the list each time it is accessed
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15 years ago |