Commit message (Collapse) | Author | Age | Files | Lines | |
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* | Merge branch 'avination-current' | Melanie Thielker | 2014-07-19 | 1 | -15/+64 |
|\ | | | | | | | | | Conflicts: OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs | ||||
| * | Merge branch 'avination-current' of ssh://3dhosting.de/var/git/careminster ↵ | UbitUmarov | 2013-09-19 | 1 | -1/+1 |
| |\ | | | | | | | | | | into avination-current | ||||
| | * | Fix the root cause of keyframe motion region crossing offset - UpdateSceneObject | Melanie | 2013-08-25 | 1 | -21/+1 |
| | | | | | | | | | | | | was being called twice on each crossing. | ||||
| | * | * This fixes the border crossing offsets by storing the final keyframe ↵ | teravus | 2013-08-24 | 1 | -2/+22 |
| | | | | | | | | | | | | location in the hijacked variable KeyFrame.AngularVelocity. When steps in OnTimer <= 0.0, normalize the final position by Constants.RegionSize and move the object there. The hack here is KeyFrame.AngularVelocity probably isn't the right name for this variable because it's the un-mucked with keyframe position. When you determine the feasibility of changing the name without affecting the serialization of existing objects in world... It's simply a name change to KeyFrame.FinalPosition or something proper. | ||||
| | * | Revert "* This increases accuracy when border crossing (the reason is.. ↵ | teravus | 2013-08-24 | 1 | -7/+7 |
| | | | | | | | | | | | | | | | | | | the border crossing code will use velocity to predict where the object should be, so setting it to zero. It still looses about 0.0045 per loop." This reverts commit 55400ff7be55b1c8dbededca68e6fce42cd6ce0f. | ||||
| | * | * This increases accuracy when border crossing (the reason is.. the border ↵ | teravus | 2013-08-23 | 1 | -7/+7 |
| | | | | | | | | | | | | crossing code will use velocity to predict where the object should be, so setting it to zero. It still looses about 0.0045 per loop. | ||||
| * | | keyframe: add more locks, change timming stop, added Suspend and resume | UbitUmarov | 2013-06-06 | 1 | -15/+64 |
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| * | Stop sending velocity to avoid snap-back | Melanie | 2013-05-31 | 1 | -1/+1 |
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| * | Make Keyframe motion cross regions again | Melanie | 2013-03-03 | 1 | -0/+1 |
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| * | Revert "Make keyframes use the sim's frame timer" | Melanie | 2013-02-12 | 1 | -8/+15 |
| | | | | | | | | This reverts commit e85a6237bfc0f00de4a183e29e515fa5baf1aa7f. | ||||
| * | Revert "Push updates from keyframe directly to the front of the output queue ↵ | Melanie | 2013-02-12 | 1 | -6/+6 |
| | | | | | | | | | | | | rather" This reverts commit 04235e58e87ae42617111cad2884e42785914d4e. | ||||
| * | Push updates from keyframe directly to the front of the output queue rather | Melanie | 2013-02-12 | 1 | -6/+6 |
| | | | | | | | | than through the update system. | ||||
| * | Make keyframes use the sim's frame timer | Melanie | 2013-02-11 | 1 | -15/+8 |
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| * | Refactor KeyframeMotion to use one timer class per scene | Melanie | 2013-02-11 | 1 | -20/+75 |
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| * | Change keyframe motion to use a single timer for all objects. This is required | Melanie | 2013-01-30 | 1 | -236/+229 |
| | | | | | | | | | | to prevent slippage between objects that are meant to move synchronously or keep their relative positions/rotations. | ||||
| * | Send moving_end event to scripts when keyframed motion ends. | Melanie | 2013-01-27 | 1 | -0/+10 |
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| * | go back bypassing sog updates control (test) | UbitUmarov | 2013-01-11 | 1 | -12/+12 |
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| * | same for AngularVelocity. Use normal terse updates in place of sending | UbitUmarov | 2013-01-11 | 1 | -10/+18 |
| | | | | | | | | imediatly. If that's good for physics, needs to be good for this | ||||
| * | keyframe. Don't use group UpdateRotation since this enqueues a terse | UbitUmarov | 2013-01-11 | 1 | -2/+6 |
| | | | | | | | | update and we are sending them imediatly | ||||
| * | normalize quaternion.Slerp outputs | UbitUmarov | 2012-10-10 | 1 | -0/+1 |
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| * | move keyframemotion.copy from sop.copy to sog.copy, where there is | UbitUmarov | 2012-08-30 | 1 | -2/+2 |
| | | | | | | | | newgroup information avaiable. | ||||
| * | [possible still bad] make use of keyframemotion.copy on sop.copy, replacing | UbitUmarov | 2012-08-30 | 1 | -25/+33 |
| | | | | | | | | | | fromdata(seralize). for now its called with null group since sop.copy() hasn't usable new group information, so for copied keyframes be fully operational UpdateSceneObject(newgroup) needs to be called on them. | ||||
| * | A few more changes to keyframes | UbitUmarov | 2012-08-29 | 1 | -61/+113 |
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| * | [Potentially broken] keyframes changes.. since it's there, use timer for | UbitUmarov | 2012-08-29 | 1 | -115/+165 |
| | | | | | | | | crossing retries and not still another thread, etc... | ||||
| * | [possible still very broken] mess around keyframes. timer events | UbitUmarov | 2012-08-28 | 1 | -103/+265 |
| | | | | | | | | threads overlaps, some null objects exceptions, region crossing... | ||||
| * | fix incoerence btw KFM_TRANSLATION and ROTATION LSL constants and internal | UbitUmarov | 2012-08-26 | 1 | -2/+2 |
| | | | | | | | | DataFormat enum, using values from the KFM constants | ||||
| * | Make llSetKeyframedMotion prims waut at the borders of down sims and try again | Melanie | 2012-02-26 | 1 | -0/+12 |
| | | | | | | | | periodically. | ||||
| * | Implement proper selection behavior | Melanie | 2012-02-26 | 1 | -0/+31 |
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| * | Fix deserialization of Buoyancy, Force and Torque. Remove debug from the new | Melanie | 2012-02-26 | 1 | -1/+0 |
| | | | | | | | | code. | ||||
| * | Serialize Keyframe motion for region crossings | Melanie | 2012-02-26 | 1 | -3/+68 |
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| * | Implement llSetKeyframedMotion. No persistence, no region crossing. Yet. | Melanie | 2012-02-26 | 1 | -0/+315 |
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* | * This fixes the border crossing offsets by storing the final keyframe ↵ | teravus | 2013-09-16 | 1 | -2/+22 |
| | | | | | | location in the hijacked variable KeyFrame.AngularVelocity. When steps in OnTimer <= 0.0, normalize the final position by Constants.RegionSize and move the object there. The hack here is KeyFrame.AngularVelocity probably isn't the right name for this variable because it's the un-mucked with keyframe position. When you determine the feasibility of changing the name without affecting the serialization of existing objects in world... It's simply a name change to KeyFrame.FinalPosition or something proper. (cherry picked from commit e0399ccaec68889c12e4679b4d62142b49b379df) | ||||
* | minor: remove mono compiler warnings related to keyframe code | Justin Clark-Casey (justincc) | 2013-07-08 | 1 | -6/+3 |
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* | Fix keyframe motion copyright | Melanie | 2013-06-06 | 1 | -3/+26 |
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* | Committing Avination's Keyframe module. This is not hooked up yet and will ↵ | Melanie | 2013-06-06 | 1 | -0/+766 |
do nothing. More commits to follow. |