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path: root/OpenSim/Region/Framework/Scenes/ScenePresence.cs (follow)
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* Make llGetObjectDetails() return the correct world rotation for a sitting avatarJustin Clark-Casey (justincc)2013-03-141-5/+35
| | | | | | This addresses http://opensimulator.org/mantis/view.php?id=6567 This creates a ScenePresence.GetWorldRotation() with the same semantics as SOP.GetWorldRotation() SP.Rotation can't be used since it's relative to the sat upon prim if the avatar is sitting.
* Add regression test for presence crossing between regions on the same simulator.Justin Clark-Casey (justincc)2013-03-061-18/+19
| | | | Unlike a much earlier commented out version of this test, this is done in synchronous mode.
* minor: Add doc to ScenePresence.IsInTransit to make it clear that this is ↵Justin Clark-Casey (justincc)2013-02-221-0/+6
| | | | set only for region crossing and not teleport, etc.
* * Fix walking to <NaN, NaN, NaN> via autopilot.teravus2013-02-161-1/+5
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* Fix code to check for no spawn points. Possibly a merge artefact?Melanie2013-02-101-2/+4
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* Fix teleport/telehub issue:BlueWall2013-02-101-1/+10
| | | | Fix bug that allowed only login access to regions with mis-configured telehubs. Administrators now have teleport access when there exists a mis-configured telehub in the region. Estate owners are now placed at region center in the absence of spawnpoints instead of being denied access. Grid Gods are unrestricted. All others are denied access to the region until spawnpoints are assigned to the telehub object.
* Sit and Spin reduction. If sitting, slam avatar angular velocity to zero.teravus2013-02-011-2/+3
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* * This adds a bit more to the previous flying roll effect by adding ↵teravus2013-01-301-10/+50
| | | | additional roll when pressing page down, and reducing your roll when pressing page up to make it feel more responsive and give the user more visual feedback.
* * Adds a satisfying angular roll when an avatar is flying and turning. ↵teravus2013-01-301-0/+81
| | | | (General, not physics). Makes flying not feel as stiff.
* Check the existing ScenePresence.ParentPart to make sure we're not trying to ↵Justin Clark-Casey (justincc)2013-01-191-2/+1
| | | | | | | sit on a prim we're already sat upon, rather than looking up the part from scratch. An adaptation of commit 055b8a2 Having both ParentID and ParentPart references now is redundant. ParentID should probably be eliminated.
* Restore previous client AO behaviour by not allowing them to remove the ↵Justin Clark-Casey (justincc)2013-01-181-1/+1
| | | | | | | | | 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.
* move resit fix to ScenePresence.cs and allow for requesting sit on objects ↵dahlia2013-01-141-0/+4
| | | | other than the object currently sat on
* ScenePresence passes the avatar rotation down to the physics engine. This ↵Robert Adams2012-12-281-0/+4
| | | | will be a no-op for ODE but enables asymmetrical avatars for BulletSim.
* Add check to always push terse updates for presences that have new ↵Robert Adams2012-12-271-3/+8
| | | | velocities of zero.
* Simplify sit code a bit by determining correct animation in HandleSit ↵Dan Lake2012-12-131-30/+6
| | | | instead of HandleSitRequest. This eliminates m_nextSitAnimation, an unneeded state-saving variable in ScenePresence
* Minor formatting for 0962a35d and a few one-line comments as to why that ↵Justin Clark-Casey (justincc)2012-11-201-8/+7
| | | | code is there
* Fix movetotarget on mega regions.Iain Oliver2012-11-201-3/+21
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* Change to earlier commit for TargetVelocity to support distributed physics.Dan Lake2012-11-021-3/+3
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* Add TargetVelocity to PhysicsActor interface to support distributed physics. ↵Dan Lake2012-10-311-1/+1
| | | | No change to existing functions.
* Store and send the current movement animation state to a new sim on crossingMelanie2012-10-301-0/+6
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* Add "force gc" region console command which manually invokes garbage collection.Justin Clark-Casey (justincc)2012-10-291-1/+2
| | | | For debugging purposes.
* Changed "course" to "coarse" in several placesOren Hurvitz2012-10-251-7/+7
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* formattingSignpostMarv2012-09-041-6/+6
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* although the attachmentPoint argument is a uint, zero is not a valid ↵SignpostMarv2012-09-041-1/+4
| | | | attachment point
* Extend "Restarting scripts in attachments" debug log message to show actual ↵Justin Clark-Casey (justincc)2012-08-241-1/+3
| | | | name of user and the region they are in
* BulletSim: Properly regenerate hulls when objects made physical.Robert Adams2012-08-171-8/+8
| | | | | This fixes the problem of non-base shapes (cubes and spheres) falling through the terrain.
* Modify order of code so SOP doesn't set the physics actor flyingRobert Adams2012-08-171-7/+12
| | | | | | property multiple times every time Update is called. This eliminates zillions of settings which is better for BulletSim. The should be no functionality change.
* Stop explicitly closing and nulling out Animator in order to prevent NREs in ↵Justin Clark-Casey (justincc)2012-07-191-16/+6
| | | | | | | 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.
* If a part has a sit target and an avatar is already sitting, allow another ↵Justin Clark-Casey (justincc)2012-07-101-7/+4
| | | | | | | avatar to sit in the position given if no sit target was set. Previous behave was that the second avatar could not sit. This matches behaviour observed on the LL grid.
* refactor: move management of SOP.SitTargetAvatar into SOP.AddSittingAvatar() ↵Justin Clark-Casey (justincc)2012-07-101-5/+0
| | | | and SOP.RemoveSittingAvatar()
* Revert "refactor: Add SOP.IsSitTargetOccupied to improve readability"Justin Clark-Casey (justincc)2012-07-101-2/+2
| | | | | This reverts commit c8f0d476d2f775ba4d7afca12eeff527b46bb8e2. On reconsideration, I think this is less readable since immediately following code still sets SitTargetAvatar directly
* refactor: Add SOP.IsSitTargetOccupied to improve readabilityJustin Clark-Casey (justincc)2012-07-101-2/+2
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* refactor: use sit orientation argument passed in to SP.SendSitResponse() ↵Justin Clark-Casey (justincc)2012-07-101-4/+2
| | | | | | rather than creating a new copy There are no issues with side-effects since this is a struct.
* Move common code to detect whether a part has a valid sit target into a SOP ↵Justin Clark-Casey (justincc)2012-07-101-30/+5
| | | | | | | property rather than being repeated in SP. This also makes the detection in SP.FindNextAvailableSitTarget() and SendSitResponse() identical. Previously they varied slightly (SendSitResponse didn't check for an older type of invalid quaternion) but the practical effect is most probably zero.
* Remove log line accidentally left in SP.SendSitResponse()Justin Clark-Casey (justincc)2012-07-101-1/+1
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* Don't allow a prim to be sat upon if its part of an attachmentJustin Clark-Casey (justincc)2012-07-091-0/+9
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* Do not allow a script to attach a prim if its being sat upon.Justin Clark-Casey (justincc)2012-07-091-1/+17
| | | | | | This prevents a stack overflow where a get position on the avatar will refer to the attachment which will in turn refer back to the avatar. This required recording of all sitting avatars on a prim which is done separately from recording the sit target avatar. Recording HashSet is null if there are no sitting avatars in order to save memory.
* refactor: Move ScenePresence <-> AgentData attachments copying code into ↵Justin Clark-Casey (justincc)2012-06-271-37/+4
| | | | AttachmentsModule.
* When attachments are being saved and deleted for a closing root agent, ↵Justin Clark-Casey (justincc)2012-06-251-3/+0
| | | | | | delete first to avoid a hud race condition with update threads. If delete doesn't occur first then the update thread can outrace the IsAttachment = false necessary to save attachments and send hud artifacts to other viewers.
* Comment out the scene presence sitting debug log messages for nowJustin Clark-Casey (justincc)2012-06-111-6/+6
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* Don't make duplicate call to ScenePresence.Close() separately in ↵Justin Clark-Casey (justincc)2012-06-081-1/+1
| | | | | | | ETM.DoTeleport() if an agent needs closing. This is always done as part of Scene.RemoveClient() Also refactors try/catching in Scene.RemoveClient() to log NREs instead of silently discarding, since these are useful symptoms of problems.
* Cleanup + change properties to set fields with private set : Thanks Justin ↵BlueWall2012-05-181-1/+0
| | | | for the tip.
* Provide Telehub setting to allow use of landmarksBlueWall2012-05-181-1/+2
| | | | Setting to allow use of landmarks to override telehub routing. Default is off.
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2012-05-171-29/+28
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| * Force the default Telehub router if no matches are found in the config.BlueWall2012-05-171-29/+28
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* | Check agent limit against root agent count rather than both root and child ↵Justin Clark-Casey (justincc)2012-05-171-2/+11
|/ | | | | | | | | | | agents From sl docs such as http://community.secondlife.com/t5/English-Knowledge-Base/Managing-Private-Regions/ta-p/700115 agent should apply to avatars only. This makes sense from a user perspective, and also from a code perspective since child agents with no physics or actions take up a fraction of root agent resources. As such, the check is now only performed in Scene.QueryAccess() - cross and teleport check this before allowing an agent to translocate. This also removes an off-by-one error that could occur in certain circumstances on teleport when a new child agent was double counted when a pre-teleport agent update was performed. This does not affect an existing bug where limits or other QueryAccess() checks are not applied to avatars logging directly into a region.
* Add configurable SpawnPointRoutingBlueWall2012-05-131-19/+84
| | | | | | | | | | | | | | | | | | Will use one of three selected methods to route avatar landing points when using Telehubs. The setting is in [Startup] using SpawnPointRouting = closest/random/sequence closest: The default setting. Routes avatar to the nearest SpawnPoint to the location. random: Picks random SpawnPoints to land the avatar. sequence: Follows a sequence to place the avatar on the next available SpawnPoint location Conflicts: OpenSim/Region/Framework/Scenes/Scene.cs
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimDan Lake2012-05-081-0/+2
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| * Mantis 1456 same region teleport of a sitting avatar.Talun2012-05-091-0/+2
| | | | | | | | | | Region to region was fixed some time ago in EntityTransferModule. This applies the same fix for same region teleports.
* | Trigger event when scene presences are updatedDan Lake2012-05-081-0/+10
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