| Commit message (Collapse) | Author | Age | Files | Lines |
|\
| |
| |
| |
| |
| | |
Conflicts:
OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
OpenSim/Region/Framework/Scenes/ScenePresence.cs
|
| |
| |
| |
| | |
It might be inefficient, but there are collisions every frame if the avatar is walking/standing on the ground or a prim surface
|
| |
| |
| |
| | |
called continuously even where there are no collisions
|
| | |
|
| |
| |
| |
| |
| |
| | |
HandleAgentUpdate().
There's no point doing this if it's being called via PhysicsCollisionUpdate
|
| |
| |
| |
| |
| |
| |
| |
| |
| | |
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()
|
| | |
|
| |
| |
| |
| |
| |
| |
| | |
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.
|
| |
| |
| |
| | |
where such requests are ignored.
|
| |
| |
| |
| |
| |
| | |
constructor.
Comment was right - it is indeed useless since SP always starts off as child and TrySetMovementAnimation screens out child SP
|
| |
| |
| |
| | |
while seated
|
| |
| |
| |
| | |
avatars as they will be crossed by the vehicle and not individually
|
|\ \
| |/ |
|
| |
| |
| |
| |
| |
| |
| | |
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)
|
|\ \
| |/
| |
| |
| | |
Conflicts:
OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
|
| |
| |
| |
| |
| |
| |
| | |
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
|
| |
| |
| |
| | |
EventManager.OnMakeRootAgent event since this is on the critical path for transfer of avatars from one region to another.
|
| |
| |
| |
| | |
not being used any more - it's now IEntityTransferModule and SimulationService instead
|
|\ \
| |/
| |
| |
| | |
Conflicts:
OpenSim/Region/Framework/Scenes/SceneViewer.cs
|
| |\ |
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
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.
|
|\ \ \
| |/ /
| | |
| | |
| | | |
Conflicts:
OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs
|
| |/
| |
| |
| |
| |
| | |
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
|
|\ \
| |/
| |
| |
| |
| | |
Conflicts:
OpenSim/Region/Framework/Scenes/ScenePresence.cs
OpenSim/Services/AuthenticationService/PasswordAuthenticationService.cs
|
| |
| |
| |
| | |
with other sitting code.
|
| |
| |
| |
| |
| |
| |
| | |
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.
|
| | |
|
| |
| |
| |
| |
| |
| |
| | |
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.
|
| |
| |
| |
| |
| |
| |
| | |
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
|
| | |
|
| | |
|
| |
| |
| |
| | |
animation being run after the scripted one.
|
| | |
|
| | |
|
| |
| |
| |
| | |
animation being run after the scripted one.
|
| | |
|
|\ \
| |/
| |
| |
| | |
Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
|
| | |
|
| | |
|
| | |
|
| | |
|
|\ \
| |/
| |
| |
| |
| | |
Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/Framework/Scenes/ScenePresence.cs
|
| | |
|
| |
| |
| |
| | |
properly.
|
| | |
|
| | |
|
| |
| |
| |
| |
| |
| | |
Some small
fixes ported from Avination. Some white space fixes.
|
| | |
|
| | |
|
| | |
|