Adam Frisby fadd19f314 **Big ass update warning** 16 éve
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Scripting 47180080f0 Formatting cleanup. 16 éve
AvatarAnimations.cs 47180080f0 Formatting cleanup. 16 éve
AvatarAppearance.cs 47180080f0 Formatting cleanup. 16 éve
EntityBase.cs 7f5e1546e2 Removing redundant code 16 éve
IScenePresenceBody.cs 47180080f0 Formatting cleanup. 16 éve
InnerScene.cs 2b78c40d89 * Adding log debugging messages and making others more explicit 16 éve
Scene.Inventory.cs 0cb05c1952 * Updated ray tracing code. It's now good enough to use when the XYZ vector components of the scale have a difference of less then 4.5 meters. 16 éve
Scene.PacketHandlers.cs 71ca162821 *Moved LandManagement into its own region module (spiffy!) 16 éve
Scene.cs fadd19f314 **Big ass update warning** 16 éve
SceneBase.cs 71ca162821 *Moved LandManagement into its own region module (spiffy!) 16 éve
SceneCommunicationService.cs fd2caf5f16 This update has good news and bad news, first the bad. 16 éve
SceneEvents.cs 71ca162821 *Moved LandManagement into its own region module (spiffy!) 16 éve
SceneManager.cs fadd19f314 **Big ass update warning** 16 éve
SceneObjectGroup.Inventory.cs a0e1be3280 Fixed some comparisons of LLUUIDs to null. 16 éve
SceneObjectGroup.cs ba2de258f4 * Refactored out circular reference in Region.Environment <-> Framework.Data.Base 16 éve
SceneObjectPart.Inventory.cs f77ab46184 * Stop (which currently removes) all scripts in an object when that object is deleted from the region 16 éve
SceneObjectPart.cs e74892ee44 * Use Face normal to offset new prim instead of the hard coded pos.Z += 0.25f; This allows proper positioning of prim based on the face you click. ( Yes, you can click the bottom face of a prim that's above you, and the new prim appears directly below it. ) 16 éve
ScenePresence.cs ad6783ff40 * Massaging CAPS setup/teardown log messages 16 éve
SceneXmlLoader.cs 47180080f0 Formatting cleanup. 16 éve
SimStatsReporter.cs 2f3bb3b836 Remove a couple more compiler warnings by commenting unused variables. 16 éve