Commit message (Collapse) | Author | Age | Files | Lines | |
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* | test | UbitUmarov | 2012-04-27 | 1 | -3/+0 |
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* | test | UbitUmarov | 2012-04-27 | 1 | -12/+9 |
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* | test | UbitUmarov | 2012-04-27 | 1 | -1/+1 |
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* | itest | UbitUmarov | 2012-04-27 | 1 | -2/+3 |
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* | itest | UbitUmarov | 2012-04-27 | 1 | -2/+5 |
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* | test | UbitUmarov | 2012-04-27 | 1 | -2/+2 |
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* | testing.... | UbitUmarov | 2012-04-27 | 1 | -15/+24 |
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* | testing | UbitUmarov | 2012-04-27 | 1 | -1/+1 |
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* | TESTING | UbitUmarov | 2012-04-27 | 1 | -4/+4 |
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* | TEST more changes | UbitUmarov | 2012-04-27 | 1 | -1/+2 |
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* | TEST more options to avnLocalTeleport | UbitUmarov | 2012-04-27 | 1 | -4/+9 |
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* | TEST added avnLocalTeleport(Vector3 newpos, Quaternion? newrot, bool ↵ | UbitUmarov | 2012-04-27 | 1 | -0/+22 |
| | | | | Stopped) to scenepresence.cs | ||||
* | fix animations if sited in ground also | UbitUmarov | 2012-04-24 | 1 | -1/+1 |
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* | fix a bug i added fixing another.... | UbitUmarov | 2012-04-22 | 1 | -2/+5 |
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* | Allow setting a specific target velocity on TeleportWithMomentum | Melanie | 2012-04-18 | 1 | -1/+11 |
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* | Use chode character actor.SetMomentum() to force full restore Velocity in ↵ | UbitUmarov | 2012-04-14 | 1 | -1/+3 |
| | | | | scenepresence TeleportWithMomentum(), since actor.Velocity was selected by original coders as the input of a desired velocity (even 'forces') that is modified by character conditions, like not changing velocity.Z if it is in free fall. | ||||
* | Use presence absolute position to request raycast to camera. Used m_pos ↵ | UbitUmarov | 2012-04-13 | 1 | -3/+11 |
| | | | | maybe a sitting offset. For reasons i don't understand that also seems to crash ode more when i let this rays colide with heighmaps (ubitODE with normal ode lib). | ||||
* | don't do Animator.UpdateMovementAnimations() in scenepresence ↵ | UbitUmarov | 2012-04-13 | 1 | -2/+3 |
| | | | | RegionHeartbeatEnd if agent is sitting. Also restore Velocity in teleportWithMomentum() | ||||
* | Merge branch 'master' into careminster | Melanie | 2012-04-07 | 1 | -0/+16 |
|\ | | | | | | | | | | | | | | | | | Conflicts: OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs OpenSim/Region/CoreModules/World/Land/LandObject.cs OpenSim/Region/Framework/Scenes/Scene.Inventory.cs OpenSim/Region/Framework/Scenes/SceneObjectPart.cs OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | ||||
| * | For llGetMass(), return the mass of the avatar is the object is attached. | Justin Clark-Casey (justincc) | 2012-04-06 | 1 | -0/+16 |
| | | | | | | | | | | As per http://lslwiki.net/lslwiki/wakka.php?wakka=llGetMass This is the mass as used by the physics engine (ODE or Bullet). | ||||
* | | Merge branch 'master' into careminster | Melanie | 2012-03-29 | 1 | -16/+0 |
|\ \ | |/ | | | | | | | Conflicts: OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs | ||||
| * | HG 2.0: added the beginning of HGSuitcaseInventoryService. Plus moved the ↵ | Diva Canto | 2012-03-28 | 1 | -16/+0 |
| | | | | | | | | hack away from ScenePresence. This is better but it still doesn't restore the inventory upon arrival. | ||||
* | | Merge branch 'master' into careminster | Melanie | 2012-03-28 | 1 | -0/+18 |
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| * | More on switching the root folder from under the viewer. More experiments. | Diva Canto | 2012-03-27 | 1 | -0/+18 |
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* | | Make anims way more snappy. Decouple SP animation handling from physics frame | Melanie | 2012-03-23 | 1 | -14/+29 |
| | | | | | | | | time. | ||||
* | | Merge branch 'master' into careminster | Melanie | 2012-03-22 | 1 | -1/+1 |
|\ \ | |/ | | | | | | | | | Conflicts: OpenSim/Region/CoreModules/World/Land/LandObject.cs OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | ||||
| * | Incorporate scene teleporting debugging into "debug scene teleport ↵ | Justin Clark-Casey (justincc) | 2012-03-21 | 1 | -1/+1 |
| | | | | | | | | true|false" command | ||||
* | | Merge branch 'master' into careminster | Melanie | 2012-03-20 | 1 | -1/+1 |
|\ \ | |/ | | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/Scene.cs | ||||
| * | slight increase in jump power to make running jump slightly better. | nebadon | 2012-03-20 | 1 | -1/+1 |
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* | | Merge branch 'master' into careminster | Melanie | 2012-03-20 | 1 | -1/+1 |
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| * | reduce avatar verticle jump from the absurd 5 meter jump to a less | nebadon | 2012-03-20 | 1 | -1/+1 |
| | | | | | | | | | | absurd 3m vertical jump to better match what you would see in Second Life and be more in line with what users would expect. | ||||
* | | Merge branch 'master' into careminster | Melanie | 2012-03-09 | 1 | -34/+27 |
|\ \ | |/ | | | | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/ScenePresence.cs OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | ||||
| * | Get rid of unnecessary ParentID == 0 check on SP.Get_AbsolutePosition since ↵ | Justin Clark-Casey (justincc) | 2012-03-09 | 1 | -2/+2 |
| | | | | | | | | this is handled by the necessary ParentPart check | ||||
| * | Use SP.ParentPart instead of ParentID in places where it's more efficient ↵ | Justin Clark-Casey (justincc) | 2012-03-09 | 1 | -13/+13 |
| | | | | | | | | | | | | | | (saving extra null checks, etc.) However, it looks like we should retain SP.ParentID since it's much easier to use that in places where another thread could change ParentPart to null. Otherwise one has to clumsily put ParentPart in a reference, etc. to avoid a race. | ||||
| * | refactor: cleanup SP.HandleAgentSit so that everything is done within one if ↵ | Justin Clark-Casey (justincc) | 2012-03-09 | 1 | -15/+8 |
| | | | | | | | | (part != null), rather than having unnecessary multiple checks | ||||
| * | Remove a race condition from SP.Set_AbsolutePosition where we assume the ↵ | Justin Clark-Casey (justincc) | 2012-03-09 | 1 | -5/+5 |
| | | | | | | | | | | | | ParentPart is still not null if the ParentID != 0 Another thread could come in and stand the avatar between those two instructions. | ||||
| * | Hold a ref to the prim we're sat on rather than querying scene each time | Melanie | 2012-03-08 | 1 | -27/+29 |
| | | | | | | | | the check for significant is carried out. Prevents a deadlock condition. | ||||
* | | Merge branch 'master' of ssh://melanie@3dhosting.de/var/git/careminster into ↵ | Melanie | 2012-03-08 | 1 | -27/+30 |
|\ \ | | | | | | | | | | careminster | ||||
| * | | Hold a ref to the prim we're sat on rather than querying scene each time | Melanie | 2012-03-08 | 1 | -27/+30 |
| | | | | | | | | | | | | the check for significant is carried out. Prevents a deadlock condition. | ||||
| * | | Delay the sending of the initial werables update until the inventory and | Melanie | 2012-02-25 | 1 | -2/+1 |
| | | | | | | | | | | | | | | | VFS in the viewer are ready. We're much faster than SL and that exposes this race condition. Also reinstate the extra avatar data send on login | ||||
| * | | Try not to send the avatar updates on login. This may mean loggin in with | Melanie | 2012-02-24 | 1 | -1/+2 |
| | | | | | | | | | | | | invisible attachments again but could help the appearance issues. | ||||
* | | | Merge branch 'master' into careminster | Melanie | 2012-03-03 | 1 | -89/+25 |
|\ \ \ | |/ / |/| / | |/ | | | | | | | Conflicts: OpenSim/Framework/Servers/VersionInfo.cs OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs OpenSim/Region/Framework/Scenes/ScenePresence.cs | ||||
| * | ScenePresence line endings and fix AllowMovement default to true. | Dan Lake | 2012-03-02 | 1 | -30/+30 |
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| * | In ScenePresence, removed several private variables used to store public ↵ | Dan Lake | 2012-03-01 | 1 | -108/+44 |
| | | | | | | | | parameters. They were only used by the get/set and make code harder to refactor. | ||||
| * | Try to resolve some problems with viewers crashing after hitting parcel ↵ | Justin Clark-Casey (justincc) | 2012-02-23 | 1 | -5/+8 |
| | | | | | | | | | | | | | | | | | | | | banlines or freezing on the banline. This involves 1) On forcible teleport, call m_scene.RequestTeleportLocation() rather than ScenePresence.Teleport() - only EntityTransferModule now should call SP.Teleport() 2) When avatar is being forcibly moved due to banlines, use a 'stop movement' tolerance of 0.2 to requested position rather than 1 This prevents the avatar sometimes being stuck to banlines until they teleport somewhere else. This aims to fix some problems in http://opensimulator.org/mantis/view.php?id=5822 | ||||
* | | Partially apply the core banlines fix | Melanie | 2012-02-23 | 1 | -5/+8 |
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* | | Fix preserving the animation state of a crossing seated avatar | Melanie | 2012-02-23 | 1 | -2/+10 |
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* | | Properly sequence updates of avatars and attachments so that we don't | Melanie | 2012-02-23 | 1 | -0/+3 |
| | | | | | | | | | | update attachments on child avatars or intermingle agent and attachment updates, which would render the root prim of huds invisible | ||||
* | | Merge branch 'master' into careminster | Melanie | 2012-02-23 | 1 | -1/+1 |
|\ \ | |/ | | | | | | | Conflicts: OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs | ||||
| * | Add a position parameter to region crossing of objects. This avoids the | Melanie | 2012-02-23 | 1 | -1/+1 |
| | | | | | | | | | | | | potential bad update that places an object at the opposite side of the origin sim for a moment before actually crossing it. Especially important in grids like OSG where lag between sims is high. |