Age | Commit message (Collapse) | Author |
|
teleporting to a different simulator. Turns out the control avatar (skeleton) was getting caught up in the cleanup for the original region
|
|
|
|
tris, we don't bother making a control avatar for them.
|
|
going static
|
|
|
|
|
|
isAnimatedObject() just uses check against extended mesh flag of the root. On select, LLVOVolume marks whole linkset for update if animated object.
|
|
|
|
with recursiveMarkForUpdate
|
|
|
|
must contain some triangles even if not at the root
|
|
|
|
|
|
|
|
|
|
|
|
predictable and standard X-forward way in scripts.
|
|
handle notification of same to update control avatars on notification from elsewhere.
|
|
allow animesh skeletons to be reset, although there's no way currently to exercise the latter capability.
|
|
agent's region. This assumes that all regions will have the same settings, which is normally a safe assumption.
|
|
|
|
especially for animated objects.
|
|
some triangle information that we may or may not ultimately keep. Surface area calcs still not working
|
|
always the high LOD
|
|
editing an attached object via text widgets
|
|
attachments, to allow editing to work correctly
|
|
|
|
mesh becomes an animated object
|
|
|
|
value to be revised after testing.
|
|
limits that are also enforced on the server.
|
|
|
|
|
|
object attachment count
|
|
|
|
|
|
attachments.
|
|
|
|
|
|
|
|
|
|
|
|
quitting viewer
|
|
|
|
|
|
location in Edit mode
|
|
Approved-by: Simon Linden <simon@lindenlab.com>
Approved-by: Andrey Lihatskiy <andreylproductengine@lindenlab.com>
Approved-by: Andrey Kleshchev <andreykproductengine@lindenlab.com>
|
|
to file AR
|
|
|
|
|