コミット履歴

作者 SHA1 メッセージ 日付
  Melanie 91ae1908fe Committing Avination's memleak fix-a-thon, installment #3 12 年 前
  Justin Clark-Casey (justincc) 4deb25da87 Add TestCreateDuplicateRootScenePresence() regression test. 12 年 前
  Justin Clark-Casey (justincc) 068917bc29 Remove redundant SetScene() function in Scene.AddSceneObject() 12 年 前
  Justin Clark-Casey (justincc) f17f58ac2a Add assert to attachment regression tests to check that number of objects in the scene graph 12 年 前
  Justin Clark-Casey (justincc) ba0ebe6d75 Go back to calling IncomingCloseAgent() in the "kick user" command for consistency instead of IClientAPI.Close() directly. 12 年 前
  Justin Clark-Casey (justincc) 28f93512bc Remove duplicate update of user count in Scene.IncomingCloseAgent() 12 年 前
  Justin Clark-Casey (justincc) dc3cfcbe69 Check agent limit against root agent count rather than both root and child agents 12 年 前
  Justin Clark-Casey (justincc) 80030d3f15 Perform SceneGraph.DuplicateObject() under existing m_updateLock already used for link and delinking, in order to avoid race conditions. 12 年 前
  Justin Clark-Casey (justincc) d23550dea5 minor: Add some method doc. Add warnings since calling SOG link/delink methods directly rather than through Scene may allow race conditions. 12 年 前
  Justin Clark-Casey (justincc) d9585ba37e Eliminate race condition where many callers would check SOP.PhysicsActor != null then assume it was still not null in later code. 12 年 前
  Justin Clark-Casey (justincc) a9a77bb3ab Replace script-lines-per-second with the script execution time scaled by its measurement period and an idealised frame time. 12 年 前
  Justin Clark-Casey (justincc) 84184708de Fix a bug where changing shape parameters of a child prim in a linkset would not persist. 12 年 前
  Justin Clark-Casey (justincc) ebe5e1731d In ObjectTortureTests, run garbage collector on Teardown and run scene loop update when scene objects have been deleted. 12 年 前
  Justin Clark-Casey (justincc) dfa19e23f0 Stop a scene object from attempting to link with itself (which results in an exception and constant complaints in v3 viewers). 12 年 前
  Dan Lake 146d78edfa ObjectAddedToScene event should be fired when duplicating objects 12 年 前
  Dan Lake c10193c72b Merge branch 'master' of ssh://opensimulator.org/var/git/opensim 12 年 前
  Justin Clark-Casey (justincc) 10b9348071 Remove scene object null check on SceneGraph.AddSceneObject(). Complain explicitly if there's an attempt to add any object with a zero UUID. 13 年 前
  Justin Clark-Casey (justincc) f3780b9eae Add torture tests to test adding 10,000, 100,000 and 200,000 single prim scene objects. 13 年 前
  Justin Clark-Casey (justincc) 9d93c4808e lock SceneObjectGroupsByFullID in SceneGraph.ForEachSOG() to stop failure if SceneObjectGroupsByFullID is updated elsewhere at the same time. 13 年 前
  Dan Lake 3d1f43046d Removed unused delegates in SceneGraph: ObjectDuplicateDelegate, ObjectCreateDelegate, ObjectDeleteDelegate 13 年 前
  Dan Lake 488fe0ae9c Removed unused events in SceneGraph: OnObjectCreate, OnObjectRemove, OnObjectDuplicate 13 年 前
  Dan Lake 2c6272d11a Add a version of GetGroupByPrim to Scene which accepts UUID instead of localID 13 年 前
  Justin Clark-Casey (justincc) f7dbdba447 Remove unused m_physicalPrim parameter from SOG.ApplyPhysics() 13 年 前
  Justin Clark-Casey (justincc) f9137c923b Fix bug where objects could not be set to a new group if the group had been created in that client session, or if no other action has been performed on the object. 13 年 前
  Dan Lake 10e664eedc Fix compile error from an earlier commit 13 年 前
  Melanie a5838cf0a6 Prevent linking objects while they are deeded. On unlinking deeded objects, 13 年 前
  Melanie c803ed28c3 Replacing te linking code with the code from Avination. Link sets prims are now 13 年 前
  Dan Lake 94dc7d07eb Renamed ForEachRootScenePresence to ForEachAvatar. Cleaned up calls to 13 年 前
  Dan Lake e2c51a977d Changes UpdateFlag in SOP to an enumeration of NONE, TERSE and FULL. 13 年 前
  Justin Clark-Casey (justincc) 6d97545b6b Remove the SyncRoot locking from Scene which was only being done around the main physics loop and ScenePresence position and velocity setting 13 年 前