| Age | Commit message (Collapse) | Author | 
|---|
|  |  | 
|  | it can be fixed. | 
|  |  | 
|  | which don't need mesh data. | 
|  | LLControlAvatar::initInstance() as a potential hook for optimizations. | 
|  |  | 
|  |  | 
|  | 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 |