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path: root/OpenSim/Region/Framework/Scenes/ScenePresence.cs (follow)
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* Prevent a nasty deadlock on teleportMelanie2011-12-121-24/+22
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* Make m_attachments privateMelanie2011-12-121-1/+1
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* Merge branch 'master' of ssh://3dhosting.de/var/git/careminsterMelanie2011-12-121-41/+49
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| * Merge branch 'master' into careminsterMelanie2011-12-121-41/+49
| |\ | | | | | | | | | | | | | | | Conflicts: OpenSim/Framework/RegionInfo.cs OpenSim/Region/Framework/Scenes/ScenePresence.cs
| | * Cleaned up ScenePresence parameters for Flying, WasFlying, FlyingOld and ↵Dan Lake2011-12-121-40/+49
| | | | | | | | | | | | IsColliding
* | | Send changed animation event asynchronouslyMelanie2011-12-121-14/+17
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* | Fix a regression that causes data from the attachments module to fail loadingMelanie2011-12-101-0/+1
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* | Prevent spurious error message when client tries to move a null itemMelanie2011-12-101-119/+139
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* | Merge branch 'master' into careminsterMelanie2011-12-101-13/+2
|\ \ | |/ | | | | | | Conflicts: OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
| * Get rid of IScene.PresenceChildStatus() which always had to execute a lookup ↵Justin Clark-Casey (justincc)2011-12-091-13/+2
| | | | | | | | in favour of IClientAPI.ISceneAgent.IsChildAgent instead.
* | Merge branch 'master' into careminsterMelanie2011-12-091-4/+0
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| * remove some unused fields in ScenePresenceJustin Clark-Casey (justincc)2011-12-091-4/+0
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* | Merge branch 'master' into bigmergeMelanie2011-12-091-3/+1
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| * Remove unnecessary AgentCircuitData null check from Scene.AddNewClient().Justin Clark-Casey (justincc)2011-12-081-1/+1
| | | | | | | | | | The only caller is the LLUDP stack and this has to validate the UDP circuit itself, so we know that it exists. This allows us to eliminate another null check elsewhere and simplifies the method contract
| * minor: remove some mono compiler warningsJustin Clark-Casey (justincc)2011-12-081-2/+0
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* | Merge branch 'master' into bigmergeMelanie2011-12-081-14/+25
|\ \ | |/ | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/Scene.cs
| * When a client connects to a scene, send other avatar appearance data ↵Justin Clark-Casey (justincc)2011-12-081-6/+6
| | | | | | | | | | | | asynchronously to reduce hold up in the IN UDP packet processing loop. This is already being done for the initial object data send.
| * On a new client circuit, send the initial reply ack to let the client know ↵Justin Clark-Casey (justincc)2011-12-081-14/+25
| | | | | | | | | | | | | | | | | | it's live before sending other data. This means that avatar/appearance data of other avatars and scene objects for a client will be sent after the ack rather than possibly before. This may stop some avatars appearing grey on login. This introduces a new OpenSim.Framework.ISceneAgent to accompany the existing OpenSim.Framework.ISceneObject and ISceneEntity This allows IClientAPI to handle this as it can't reference OpenSim.Region.Framework.Interfaces
* | 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.