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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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* | Remove unused and broken OffsetRotation from ScenePresenceMelanie2011-11-051-29/+4
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* | Some trivial changes to get closer to coreMelanie2011-11-051-12/+5
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* | Change comment formatting to match core for a cleaner diffMelanie2011-11-051-23/+23
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* | Replace our patched up, broken an rebroken sit code with the code fromMelanie2011-11-051-303/+106
| | | | | | | | core which has now matured beyond what we had.
* | Merge branch 'master' into bigmergeMelanie2011-11-051-7/+7
|\ \ | |/ | | | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs OpenSim/Region/Framework/Scenes/ScenePresence.cs
| * Fix avatar height, removes the hip offset hacknebadon2011-11-051-3/+0
| | | | | | | | Author: Mana Janus <mana@mjm-labs.com>
| * refactor: In sit code, compare against Vector3.Zero and Quaternion.Identity ↵Justin Clark-Casey (justincc)2011-11-051-12/+12
| | | | | | | | instead of individual components of a vector/quat
* | Merge branch 'master' into bigmergeMelanie2011-11-051-2/+1
|\ \ | |/ | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/ScenePresence.cs
| * Fix NPC sitting for prims without a sit target.Justin Clark-Casey (justincc)2011-11-051-9/+11
| | | | | | | | | | | | | | | | This is to partially address http://opensimulator.org/mantis/view.php?id=5769 We don't need to call SP.HandleAgentSit() again if we are within 10m since the autopilot won't trigger. By calling it twice, the position of the sitting NPC was wrongly adjusted, ending up near <0,0,0>. However, this change does mean that NPCs further than 10m away will not attempt to autopilot to the prim, though this code was broken anyway (is actually a different mechanism to normal NPC movmeent). Hopefully this can be addressed soon.
* | Merge branch 'master' into bigmergeMelanie2011-11-041-2/+3
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| * On standup, trigger the changed link script event after the avatar has been ↵Justin Clark-Casey (justincc)2011-11-041-2/+3
| | | | | | | | | | | | | | | | fully changed. This was meant to help with the script in http://opensimulator.org/mantis/view.php?id=5772 but it doesn't work. Probably the event is fired before the physics actor has been set up again for the stood avatar. Fixing that would be much more complicated, but processing the event last of all seems like a good idea in any case.
* | Merge branch 'master' into bigmergeMelanie2011-11-041-1/+1
|\ \ | |/ | | | | | | | | | | | | Conflicts: OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs OpenSim/Region/CoreModules/LightShare/LightShareModule.cs OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
| * Rename ForEachAvatar back to ForEachScenePresence. The other changesDan Lake2011-11-031-3/+3
| | | | | | | | | | | | from previous commit which sort out which iterator is used are left intact. A discussion is needed as to what constitutes an avatar vs a ScenePresence.
| * Renamed ForEachRootScenePresence to ForEachAvatar. Cleaned up calls toDan Lake2011-11-031-3/+3
| | | | | | | | | | | | | | | | | | | | | | | | | | | | the 3 iteration functions so more of them are using the correct iteration for the action they are performing. The 3 iterators that seem to fit all actions within OpenSim at this time are: ForEachAvatar: Perform an action on all avatars (root presences) ForEachClient: Perform an action on all clients (root or child clients) ForEachRootClient: Perform an action on all clients that have an avatar There are still a dozen places or so calling the old ForEachScenePresence that will take a little more refactoring to eliminate.
* | Merge branch 'master' into bigmergeMelanie2011-11-031-3/+4
|\ \ | |/ | | | | | | | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/SceneGraph.cs OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs OpenSim/Region/Framework/Scenes/SceneObjectPart.cs OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
| * Merge branch 'master' of git://opensimulator.org/git/opensimDan Lake2011-11-021-2/+3
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| | * Fix race condition that would sometimes send or save appearance for the ↵Justin Clark-Casey (justincc)2011-11-021-2/+3
| | | | | | | | | | | | | | | | | | | | | | | | | | | wrong avatar. In AvatarFactoryModule.HandleAppearanceUpdateTimer(), we loop through appearance save and send requests and dispatch via a FireAndForget thread. If there was more than one request in the save or send queue, then this led to a subtle race condition where the foreach loop would load in the next KeyValuePair before the thread was dispatched. This gave the thread the wrong avatar ID, leaving some avatar appearance cloudy since appearance data was never sent. This change loads the fields into local references so that this doesn't happen.
| * | Changes UpdateFlag in SOP to an enumeration of NONE, TERSE and FULL.Dan Lake2011-11-021-1/+1
| |/ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | UpdateFlag is now referenced/used only within SOP and SOG. Outsiders are using ScheduleFullUpdate, ScheduleTerseUpdate or ClearUpdateSchedule on SOP consistently now. Also started working toward eliminating those calls to ScheduleFullUpdate, ScheduleTerseUpdate or ClearUpdateSchedule from outside SOP in favor of just setting properties on SOP and let SOP decide if an update should be scheduled. This consolidates the update policy within SOP and the client rather than everywhere that makes changes to SOP. Some places forget to call update while others call it multiple times, "just to be sure". UpdateFlag and Schedule*Update will both be made private shortly. UpdateFlag is intended to be transient and internal to SOP so it has been removed from XML serializer for SOPs.
* | Merge branch 'master' into bigmergeMelanie2011-11-011-3/+3
|\ \ | |/ | | | | | | Conflicts: OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
| * Add "appearance send" command to allow manual sending of appearance.Justin Clark-Casey (justincc)2011-11-011-3/+3
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* | Merge branch 'master' into bigmergeMelanie2011-10-301-5/+3
|\ \ | |/ | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
| * Remove the SyncRoot locking from Scene which was only being done around the ↵Justin Clark-Casey (justincc)2011-10-291-4/+2
| | | | | | | | | | | | main physics loop and ScenePresence position and velocity setting This is no longer necessary with ODECharacter taints (ODEPrim was already not taking part in this). BSCharacter was already tainting.
| * Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2011-10-281-30/+23
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| * | fetch SOP.RotationOffset once in UpdateRotation() and compare rather than ↵Justin Clark-Casey (justincc)2011-10-281-1/+1
| | | | | | | | | | | | | | | | | | fetch four separate times. No functional change.
* | | Merge branch 'master' into bigmergeMelanie2011-10-271-30/+23
|\ \ \ | | |/ | |/| | | | | | | | | | | | | | | | | | | Conflicts: OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
| * | Continuation of previous checkin. Found more places where ↵Dan Lake2011-10-271-30/+23
| |/ | | | | | | ForEachScenePresence can be changed to ForEachRootScenePresence.
* | Merge branch 'master' into bigmergeMelanie2011-10-261-3/+0
|\ \ | |/ | | | | | | Conflicts: OpenSim/Framework/Watchdog.cs
| * Get rid of the pointless null checks on collision listeners. Add warning ↵Justin Clark-Casey (justincc)2011-10-251-3/+0
| | | | | | | | about synchronicity for PhysicsActor.OnCollisionUpdate event doc
* | Merge commit '9ab2943abf5f890a53dc8ada48bf63ed15331c07' into bigmergeMelanie2011-10-251-5/+0
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| * Removed redundant NotInTransit function from ScenePresence. ↵Dan Lake2011-10-191-5/+0
| | | | | | | | IsInTransit=false does the same thing and NotInTransit was not used anywhere.
* | Merge commit 'eac29396d98a4864923a69e0eb73cecdd8a225b3' into bigmergeMelanie2011-10-251-48/+8
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| * Moved HaveNeighbor utility function from ScenePresence to Scene. Fixed line ↵Dan Lake2011-10-191-48/+8
| | | | | | | | endings from previous commit.
* | Merge commit 'da794f34a56f7c88904315ae538de8f3790e6891' into bigmergeMelanie2011-10-251-1/+1
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| * Renamed and rearranged AvatarFactoryModule to eliminate redundant lookups of ↵Dan Lake2011-10-191-1/+1
| | | | | | | | scene presence by client ID.
* | Merge commit '62a63f834b7cc056ee37c396034d0e268f66b4a8' into bigmergeMelanie2011-10-251-7/+10
|\ \ | |/ | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/ScenePresence.cs
| * refactor: Use SOP.SitTargetAvatar instead of calling a special ↵Justin Clark-Casey (justincc)2011-10-171-5/+6
| | | | | | | | GetAvatarOnSitTarget() which returned exactly the same thing
* | Merge commit '0c041ce12f393367e2754e88d9b8dad5e45f88c4' into bigmergeMelanie2011-10-251-10/+0
|\ \ | |/ | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/ScenePresence.cs
| * Implement osNpcSit(). This is still in development so don't trust itJustin Clark-Casey (justincc)2011-10-171-3/+4
| | | | | | | | | | | | | | | | | | Format is osNpcSit(<npc-uuid>, <target-uuid>, OS_NPC_SIT_IMMEDIATE) e.g. osNpcSit(npc, llGetKey(), OS_NPC_SIT_IMMEDIATE); At the moment, sit only succeeds if the part has a sit target set. NPC immediately sits on the target even if miles away - they do not walk up to it. This method is in development - it may change so please don't trust it yet. Standing will follow shortly since that's kind of important once you're sitting :)
* | Merge commit 'aa19ccf65c9cd235e0ba941e9832c5240df4412c' into bigmergeMelanie2011-10-251-1/+1
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| * refactor: rename IClientAPI.SendPrimUpdate() to SendEntityUpdate() since it ↵Justin Clark-Casey (justincc)2011-10-141-1/+1
| | | | | | | | sends entity updates (including presence ones), not just prims.
* | Merge commit 'f08664f422f984fa57cc0ecb97c04eee3dccd183' into bigmergeMelanie2011-10-251-7/+0
|\ \ | |/ | | | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/Scene.cs OpenSim/Region/Framework/Scenes/ScenePresence.cs