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* Merge branch 'master' into careminsterMelanie2013-01-192-10/+53
|\ | | | | | | | | | | | | Conflicts: OpenSim/Framework/Servers/HttpServer/BaseHttpServer.cs OpenSim/Framework/Servers/HttpServer/PollServiceRequestManager.cs OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
| * Add "debug set set animations true|false" region console command.Justin Clark-Casey (justincc)2013-01-181-5/+28
| | | | | | | | | | Setting this logs extra information about animation add/remove, such as uuid and animation name Unfortunately cannot be done per client yet
| * Restore previous client AO behaviour by not allowing them to remove the ↵Justin Clark-Casey (justincc)2013-01-182-5/+24
| | | | | | | | | | | | | | | | | | default animation but continue to allow scripts to do so. This keeps the fix from http://opensimulator.org/mantis/view.php?id=6327 and fixes the behaviour regression in http://opensimulator.org/mantis/view.php?id=6483 Animations may still exhibit different behaviour if both scripts and clients are adjusting animations. A change in the behaviour of client AO to not remove all animations may be a better long term approach.
| * Revert "Prevent empty Anim Packs"Melanie2013-01-091-12/+0
| | | | | | | | This reverts commit 5561333668f61f043cdfc0733a4eb50a1bcfb14e.
| * Revert "Fix sequence id fr default anim"Melanie2013-01-091-1/+1
| | | | | | | | This reverts commit a775931a0cec9f65748c6e20dd2695edcbe21b7f.
| * Fix sequence id fr default animMelanie2013-01-081-1/+1
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| * Prevent empty Anim PacksMelanie2013-01-081-0/+12
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* | Merge branch 'master' into careminsterMelanie2012-12-161-1/+10
|\ \ | |/ | | | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/SceneObjectPart.cs OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
| * minor: Add commented out log lines to ScenePresenceAnimator for future debug ↵Justin Clark-Casey (justincc)2012-12-141-1/+10
| | | | | | | | use (such as logging anim pack contents sent to clients)
* | Merge branch 'master' into careminsterMelanie2012-10-311-0/+11
|\ \ | |/ | | | | | | | | Conflicts: OpenSim/Framework/ChildAgentDataUpdate.cs OpenSim/Region/Framework/Scenes/ScenePresence.cs
| * Store and send the current movement animation state to a new sim on crossingMelanie2012-10-301-0/+11
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* | Merge branch 'master' into careminsterMelanie2012-10-261-3/+5
|\ \ | |/ | | | | | | Conflicts: OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
| * Separate LSL's notion of the default anim from the actually playing anims.Melanie2012-10-261-2/+4
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| * Revert "Fix for Mantis 0006376: Avatar no longer show Walking animation when ↵Melanie2012-10-261-1/+1
| | | | | | | | | | | | any AO hud is" This reverts commit fa484c3494a7190b4d7526094347be74d091e125.
* | Merge branch 'master' into careminsterMelanie2012-10-261-1/+1
|\ \ | |/ | | | | | | | | | | | | | | Conflicts: OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
| * Fix for Mantis 0006376: Avatar no longer show Walking animation when any AO ↵nebadon2012-10-251-1/+1
| | | | | | | | | | | | hud is loaded. Thank you tglion
* | Merge branch 'master' into careminsterMelanie2012-10-042-16/+29
|\ \ | |/ | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
| * Allow default animation to be stopped to be replaced with another one.Melanie2012-10-042-16/+29
| | | | | | | | Fixes Mantis #6327
* | Merge branch 'master' into careminsterMelanie2012-07-201-7/+1
|\ \ | |/ | | | | | | | | | | Conflicts: OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs OpenSim/Region/Framework/Scenes/ScenePresence.cs
| * Stop explicitly closing and nulling out Animator in order to prevent NREs in ↵Justin Clark-Casey (justincc)2012-07-191-7/+1
| | | | | | | | | | | | | | various places due to race conditions. Even where checks are being made they aren't enough since they all assume that the Animator they just checked is still there in the next line, which is not necessarily the case without locking. The memory used is small and these should be GC'd anyway when the SP is released. If this is not happening then the wider problem of old SPs being retained needs to be resolved.
* | Merge branch 'avination' into careminsterMelanie2012-05-131-2/+18
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| * ªTEST MESS* reduce animation packets send. Added onchangeanim event with ↵UbitUmarov2012-05-121-2/+18
| | | | | | | | parameters to define if to add or remove, and if to send anims pack on that evocation, etc
| * Revert "*TO TEST/REVIEW* added current default animation in animationSet.cs ↵Melanie2012-05-041-10/+3
| | | | | | | | | | | | to/fromArray in array element 0. This may cause compatibilities issues, but think this information is needed for proper crossings. OSG regions did survived tps in/out with this. ALso added velocity in crossings cases, for now detected by Teleport flag equal to Default (0);" This reverts commit 12c9916193bbb87aaa95407f798c241cbe5e23cb.
| * *TO TEST/REVIEW* added current default animation in animationSet.cs ↵UbitUmarov2012-05-041-3/+10
| | | | | | | | to/fromArray in array element 0. This may cause compatibilities issues, but think this information is needed for proper crossings. OSG regions did survived tps in/out with this. ALso added velocity in crossings cases, for now detected by Teleport flag equal to Default (0);
* | Fixed: custom walking animations didn't stop when the avatar stopped walking.Oren Hurvitz2012-04-271-6/+13
|/ | | | | | This happened because the scripts were notified about control changes (e.g., the user stopped pressing the Forward key) when the animation was still WALK, so the script didn't stop the walking animation. Fixing this required: a) Update the movement animation *before* notifying the script; b) Add locking to prevent clashes with the Heartbeat thread (which also updates the animations); c) Handle the case of a user who stops walking just as the avatar is in the air: the avatar should STAND in that case, not WALK. This reverts commit feef1dd73243cfdd5322632fb67e64cabc1ad4bc.
* Fix bug in ScenePresenceAnimator.RemoveAnimation() introduced in commit 1a8769eJustin Clark-Casey (justincc)2012-03-231-1/+1
| | | | Forgot to uppercase the animation name for default animations, since for some reason we store and use them in upper rather than lowercase.
* refactor: Rename AvatarAnimations -> DefaultAvatarAnimations for code ↵Justin Clark-Casey (justincc)2012-03-223-6/+6
| | | | clarity since non-default animations are handled completely separately from this class
* Instead of loading default avatar animations in both SLUtil and ↵Justin Clark-Casey (justincc)2012-03-213-24/+79
| | | | | | | | AvatarAnimations, load just in AvatarAnimations instead. This lets us remove the dependency of OpenSim.Framework.dll on data/avataranimations.xml, which is not necessary for ROBUST. This commit also takes care of the odd situation where animations are stored and used internally with uppercase names (e.g. "STAND") but scripts refer to them with lowercase names (e.g. "sit").
* Add method doc to SPA.Falling and use automatic private get propertyJustin Clark-Casey (justincc)2012-01-071-13/+14
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* Fix bug where tapping home to stop falling would stop any avatar movement ↵Justin Clark-Casey (justincc)2012-01-071-7/+6
| | | | | | other than falling again. Addresses http://opensimulator.org/mantis/view.php?id=5839
* minor: remove some mono compiler warningsJustin Clark-Casey (justincc)2011-12-081-1/+1
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* For now, disable mechanism to limit avatar animation updates since this ↵Justin Clark-Casey (justincc)2011-12-031-0/+5
| | | | | | | | | causes avatars to never reach the correct animation after some actions. This reverts to situation where animation updates are made each frame on SP.PhysicsCollisionUpdate (though a packet is only sent if the anim actually changes). m_updateCount was not being update on various avatar state changes, causing the correct animations to never be sent. Always setting in HandleAgentUpdate() is not enough since the avatar is continually sending AgentUpdate packets. One would need to identify all the conditions under which animations need to play out and set m_updateCount appropriately in SP.HandleAgentUpdate()
* refactor: Use just ScenePresenceAnimator.CurrentMovementAnimation rather ↵Justin Clark-Casey (justincc)2011-12-031-14/+12
| | | | than duplicating it with m_movementAnimation
* Rename ScenePresenceAnimator.GetMovementAnimation() -> ↵Justin Clark-Casey (justincc)2011-12-031-3/+8
| | | | DetermineMovementAnimation() for better code readability
* Stop SP.HandleAgentUpdate() and PhysicsCollisionUpdate() from being ↵Justin Clark-Casey (justincc)2011-12-031-8/+6
| | | | | | | processed if we're dealing with a child ScenePresence. Neither of these can have any effect on child agents Now leaving warning about trying to set animation on a child agent active. Might temporarily pop up now and again.
* Stop some places where we're trying to reset animations in child agents ↵Justin Clark-Casey (justincc)2011-12-021-1/+12
| | | | where such requests are ignored.
* Fix turn left and turn right properly. Works for both built-ins and LSL AOsMelanie2011-11-101-6/+11
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* Remove some left over debug and reverse experimental reordering of ifsMelanie2011-11-051-4/+2
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* Porting the ScenePresenceAnimator from Avination. Jump and fall anims now workMelanie2011-11-051-86/+131
| | | | properly.
* Animation-States Turning Left, Turning Right implemented/enabledPixel Tomsen2011-10-041-2/+6
| | | | http://opensimulator.org/mantis/view.php?id=3036
* Get NPCs to revert to the correct 'resting' animation (e.g. stand or hover) ↵Justin Clark-Casey (justincc)2011-08-111-2/+8
| | | | | | after finishing their movement. This also fixes judder after an avatar has finished "go here"/autopilot movement in a viewer. This meant reseting the SP.AgentControlFlags since the Animator uses these to determine the correct default animation.
* Improve z axis move to/autopilot so the avatar does alternative ↵Justin Clark-Casey (justincc)2011-08-031-1/+7
| | | | | | crouch/huzzah when walking along the ground Moving a flying avatar to a ground point doesn't yet land the avatar. This may or may not be the best thing
* Implement move to/autopilot for z axis movement as well.Justin Clark-Casey (justincc)2011-08-031-2/+2
| | | | This is jerky (an artifact of the way it's being done, I think), but it's better than on implementation.
* This seems to get rid of the stuck PREJUMP animation, as reported by Justin ↵Diva Canto2010-12-131-1/+8
| | | | in -dev. Also in this commit, a slight adjustment to the Velocity of SP -- this makes the avie walking feel less jerky for me. Will wait reports from others.
* Fixes the nudge movements!Diva Canto2010-12-111-10/+1
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* Correct some script constants.Melanie2010-08-061-1/+1
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* Reduce number of AvatarAnimations sent with large number of avatarsRobert Adams2010-04-131-6/+7
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* Changed asset CreatorID to a stringJohn Hurliman2010-02-221-1/+1
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* * Adds CreatorID to asset metadata. This is just the plumbing to support ↵John Hurliman2010-02-221-1/+1
| | | | CreatorID, it doesn't modify database backends or OAR files to support storing/loading it
* Revolution is on the roll again! :)Revolution2010-02-141-8/+5
| | | | | | | | Fixes: Undo, T-pose of others on login, modifiedBulletX works again, feet now stand on the ground instead of in the ground, adds checks to CombatModule. Adds: Redo, Land Undo, checks to agentUpdate (so one can not fall off of a region), more vehicle parts. Finishes almost all of LSL (1 function left, 2 events). Direct flames and kudos to Revolution, please Signed-off-by: Melanie <melanie@t-data.com>