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* Merge branch 'master' into bigmergeMelanie2011-12-051-47/+56
|\ | | | | | | | | | | Conflicts: OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs OpenSim/Region/Framework/Scenes/ScenePresence.cs
| * Update SP.PhysicsCollisionUpdate() doc.Justin Clark-Casey (justincc)2011-12-031-2/+5
| | | | | | | | It might be inefficient, but there are collisions every frame if the avatar is walking/standing on the ground or a prim surface
| * Add method doc to SP.PhysicsCollisionUpdate() to make it clear that it's ↵Justin Clark-Casey (justincc)2011-12-031-0/+4
| | | | | | | | called continuously even where there are no collisions
| * Add basic TestFlyingAnimation() regression testJustin Clark-Casey (justincc)2011-12-031-2/+5
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| * Stop calling Animator.UpdateMovementAnimations() at the end of ↵Justin Clark-Casey (justincc)2011-12-031-2/+2
| | | | | | | | | | | | HandleAgentUpdate(). There's no point doing this if it's being called via PhysicsCollisionUpdate
| * For now, disable mechanism to limit avatar animation updates since this ↵Justin Clark-Casey (justincc)2011-12-031-23/+23
| | | | | | | | | | | | | | | | | | 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()
| * Do a cagent.Anims != null check in SP.CopyFrom()Justin Clark-Casey (justincc)2011-12-031-1/+3
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| * Stop SP.HandleAgentUpdate() and PhysicsCollisionUpdate() from being ↵Justin Clark-Casey (justincc)2011-12-031-4/+7
| | | | | | | | | | | | | | 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)2011-12-021-14/+11
| | | | | | | | where such requests are ignored.
| * Remove pointless Animator.TrySetMovementAnimation("STAND") in ScenePresnece ↵Justin Clark-Casey (justincc)2011-12-021-3/+0
| | | | | | | | | | | | constructor. Comment was right - it is indeed useless since SP always starts off as child and TrySetMovementAnimation screens out child SP
* | Reinstate setter for OffsetPosition to allow setting the offset by scriptMelanie2011-12-051-0/+7
| | | | | | | | while seated
* | Don't allow position update on sitting avatar. Don't bounds check sittingMelanie2011-12-041-2/+9
| | | | | | | | avatars as they will be crossed by the vehicle and not individually
* | Merge branch 'master' into bigmergeMelanie2011-11-241-13/+13
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| * Stop an exception being thrown and a teleport/border cross failing if the ↵Justin Clark-Casey (justincc)2011-11-221-13/+13
| | | | | | | | | | | | | | desintation sim has no active script engines. This involves getting IScene.RequestModuleInterfaces() to return an empty array (as was stated in the method doc) rather than an array containing one null entry. Callers adjusted to stop checking for the list reference being null (which never happened anyway)
* | Merge branch 'master' into bigmergeMelanie2011-11-171-4/+10
|\ \ | |/ | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
| * Stop OdePrim and OdeCharacter insanely overriding set LocalID to set their ↵Justin Clark-Casey (justincc)2011-11-161-1/+1
| | | | | | | | | | | | | | own private m_localID property but leaving get to return the then unset PhysicsActor.LocalId! Instead, just have both subclasses use the PhysicsActor.LocalID property. This restores collision functionality that fell away in 45c7789 yesterday
| * Add comments about trying to avoid synchronous work off the ↵Justin Clark-Casey (justincc)2011-11-151-0/+3
| | | | | | | | EventManager.OnMakeRootAgent event since this is on the critical path for transfer of avatars from one region to another.
| * remove SceneCommunicationService.OnAvatarCrossingIntoRegion. This stuff is ↵Justin Clark-Casey (justincc)2011-11-151-3/+6
| | | | | | | | not being used any more - it's now IEntityTransferModule and SimulationService instead
* | Merge branch 'master' into bigmergeMelanie2011-11-141-28/+0
|\ \ | |/ | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/SceneViewer.cs
| * Merge branch 'remove-scene-viewer'Dan Lake2011-11-141-28/+0
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| | * Remove SceneViewer from ScenePresence to reduce quadruple queueing ofDan Lake2011-11-111-28/+0
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | prim update to only triple queuing. Existing method was: 1. Schedule prim for update, adding to scene update list 2. Update on SOGs during heartbeat queues update onto each SceneViewer 3. Update on SPs during heartbeat queues update onto each IClientAPI 4. ProcessEntityUpdates queues updates into UDP send stack Now the SceneViewer has been eliminated so updates are scheduled at any time and then put onto the IClientAPI priority queues immediately during SceneGraph.UpdateObjectGroups.
* | | Merge branch 'master' into bigmergeMelanie2011-11-141-0/+2
|\ \ \ | |/ / | | | | | | | | | Conflicts: OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs
| * | Do a ScenePresence null check in HGMessageTransferModule.SendIMToScene() to ↵Justin Clark-Casey (justincc)2011-11-141-0/+2
| |/ | | | | | | | | | | stop a NullReferenceException being thrown if an HG IM is sent to a simulator running multiple regions This is an attempt to address http://opensimulator.org/mantis/view.php?id=5791
* | Merge branch 'master' into bigmergeMelanie2011-11-111-248/+194
|\ \ | |/ | | | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/ScenePresence.cs OpenSim/Services/AuthenticationService/PasswordAuthenticationService.cs
| * extract ground sit code into SP.HandleAgentSitOnGround() for consistency ↵Justin Clark-Casey (justincc)2011-11-111-12/+19
| | | | | | | | with other sitting code.
| * As with prim sitting avatars, make an avatar phantom when it sits on the ↵Justin Clark-Casey (justincc)2011-11-111-6/+5
| | | | | | | | | | | | | | ground and solid again when it stands. This is to avoid http://opensimulator.org/mantis/view.php?id=5783 when a collision with a ground sitting avatar causes that avatar to automatically stand and sometimes not be able to move A better solution may be to keep gound sitting avatars solid but remove their collision status. However, this requires some physics code work.
| * remove unncessary IClientAPI parameter from SP.SendSitResponse()Justin Clark-Casey (justincc)2011-11-111-4/+3
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| * As per mailing list last week, remove facility that would automatically move ↵Justin Clark-Casey (justincc)2011-11-111-226/+167
| | | | | | | | | | | | | | the avatar if prim with no sit target was out of sitting range. Now, no movement occurs. Note that you can still sit on a prim with an explicit sit target from any distance, as was the case before.
| * Bump warp sit distance up to 10 meters, as discussed on opensim-dev mailing ↵Justin Clark-Casey (justincc)2011-11-111-1/+1
| | | | | | | | | | | | | | list last week. This means that if the avatar is within 10 meters of the selected target, it sits on it immediately without walking. Existing autopilot outside this range will be disabled in a later commit
| * Fix turn left and turn right properly. Works for both built-ins and LSL AOsMelanie2011-11-101-0/+5
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| * Implement nudging support for strafing motionMelanie2011-11-101-2/+4
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| * Fix misaligned sit animation on scripted sit caused by the default sitMelanie2011-11-101-2/+6
| | | | | | | | animation being run after the scripted one.
* | Fix turn left and turn right properly. Works for both built-ins and LSL AOsMelanie2011-11-101-0/+5
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* | Implement nudging support for strafing motionMelanie2011-11-101-2/+4
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* | Fix misaligned sit animation on scripted sit caused by the default sitMelanie2011-11-101-2/+6
| | | | | | | | animation being run after the scripted one.
* | Fix the ability to move the seated avatar via LSLMelanie2011-11-081-0/+3
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* | Merge branch 'master' into bigmergeMelanie2011-11-061-1/+4
|\ \ | |/ | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/Scene.cs
| * Allow HG and other scene presences not linked to a user account to function.Melanie2011-11-061-1/+4
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| * Fix build breakMelanie2011-11-051-1/+1
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* | Break out the parts of ScenePresence that differ from coreMelanie2011-11-051-141/+146
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* | Fix up with core changesMelanie2011-11-051-56/+31
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* | Merge branch 'master' into bigmergeMelanie2011-11-051-3/+3
|\ \ | |/ | | | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/Scene.cs OpenSim/Region/Framework/Scenes/ScenePresence.cs
| * Remove spammy autopilot debugMelanie2011-11-051-3/+3
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| * Porting the ScenePresenceAnimator from Avination. Jump and fall anims now workMelanie2011-11-051-1/+5
| | | | | | | | properly.
| * Change puvlic m_ variable to a getter propertyMelanie2011-11-051-1/+5
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| * ScenePresence part of the Avination animator fixes.Melanie2011-11-051-3/+58
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| * Chnaging the sit target adjustment to a more precise approximation of SL. ↵Melanie2011-11-051-24/+35
| | | | | | | | | | | | Some small fixes ported from Avination. Some white space fixes.
* | Change m_falling public to a getter property.Melanie2011-11-051-1/+1
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* | Adapt to the core SP reworkMelanie2011-11-051-1/+5
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* | Some more changes to catch up with coreMelanie2011-11-051-71/+49
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