| Commit message (Collapse) | Author | Files | Lines |
|
Add 'not found' caching in EntityTransferModule.GetRegionContainingWorldLocation
so hitting borders and bad teleports do not continuiously hammer on the GridService.
|
|
with a passed region size. This time in the map code and grid services code.
|
|
|
|
was wrong for large regions anyway.
|
|
actual crossing mechanics for seated avatars, using the supporting code from
the previous commits. Physics is not supported yet, although some few bits
for them are already in place due to the earlier code drops. With this commit,
crossing sitting avatar by "editing" the prim across the border, by using
llSetPos or keyframe motion may already be possible. Vehicles will come next.
|
|
Rename 'RegionWorldLocX' to 'WorldLocX' and same for Y and Z.
This keeps the downward compatibility and follows the scheme of 'region'
and 'world' location naming that is happening in the Util module.
|
|
try/catch as sometimes it appears that this can be corrupt.
As per Oren's suggestion.
|
|
NPC tests until positions are known to be stable.
Also resolve issues with NoSitTarget() tests where I was trying to use a destroyed PhysActor
|
|
ScenePresence inst var name was slightly different
|
|
These stopped working because current code calculates sit heights based on avatar physics rather than appearance data.
Also changed BasicPhysics to not divide Z param of all set sizes by 2 - there's no obvious good reason for this and basicphysics is only used in tests
|
|
|
|
SP.HandleAgentSit()
|
|
- Parts of region crossing code
- New bakes handling code
- Bakes now sent from sim to sim without central storage
- Appearance handling changes
- Some changes to sitting
- A number of unrelated fixes and improvements
|
|
x/y rot before sending agent updates, instead of before any agent update processing
It turns out that the x/y rot data in mouselook is needed to implement this and to push the avatar against the ground if walking in mouselook.
Doing this in the terse send so that we preserve mouselook rotation information
|
|
Fixes http://opensimulator.org/mantis/view.php?id=3274
When not in mouselook, avatar only sends rotations around the Z plane (since that's the only way an avatar can rotate).
However, in mouselook it also sends X and Y information. But sending X and Y in terse updates causes issues with wrong camera movement in mouselook.
So strip out X and Y components for now. If this is an issue, then could strip out before sending avatar terse update, though this generates more cpu work.
Thanks to mirceakitsune for suggesting an initial fix
|
|
Intermediate checkin of changing border cross computation from checking
boundry limits to requests to GridService. Not totally functional.
|
|
for slow walk/run in 4cfe02a rather than the magic number
|
|
only set true once and never reset
|
|
AGENT_CONTROL_STOP is specified to SP.HandleAgentUpdate if the user holds down the space bar on a viewer.
For a stopped avatar, this prevents fly or walk/run (though not rotate) until released.
For a walking/running avatar, this reduces movement to half speed.
For a flying avatar, this stops the avatar.
These are observed behaviours on the LL grid - there was no previous OpenSimulator implementation
This commit introduces an optional parameter to SP.AddNewMovement(), which means that it will no longer compile on .NET 3.5 or earlier versions of Mono than 2.8
Currently, this does not work for jumping, and if used whilst flying the avatar continues the fly animation even though it does not move
|
|
rather than a byte
|
|
|
|
|
|
This was due to the PhysicsActor no longer being recreated on stand from ground.
|
|
sitting
|
|
Implementation of same in TerrainChannel.cs.
Check for bounds in TerrainChannel[x,y] to prevent array access exceptions.
|
|
the Util functions for converting world addresses to region addresses
and converting region handles to locations.
|
|
|
|
not any specified avatar rotation as well.
Don't translate root prim position by avatar rotation.
|
|
explicitly specified
|
|
to wrong position in third-person and mouselook"
Reverting to place on separate branch
This reverts commit ff4e7de7769b7eaa1b4fd3917e59f362b708226a.
|
|
Reverting to place on new branch
This reverts commit ed1029712a85206430fee1d4897d473517728dab.
|
|
been specified as well."
Revert to place on separate branch for now
This reverts commit 70e651a8d1d0c2a48c4f26cd1c70bee098c11a57.
|
|
targets."
This reverts commit 78649eb0999a5f97cc541c94ec98d1d06ed957cb.
|
|
Reverting for now to place on separate branch
This reverts commit 65304260af283211443a2872c46f6609d3e45649.
|
|
Need to take into account rotation of linked prim now that we are always specifying sits wrt the root prim
|
|
I forgot that m_post is being set inconsistently between non-explicit and explicit ragets
|
|
specified as well.
|
|
Original commit is ff4e7de7
|
|
position in third-person and mouselook
We now specify sits as offsets from the root prim, as the viewer expects.
|
|
Thanks to Kira for this patch from http://opensimulator.org/mantis/view.php?id=6845
|
|
Objects statistic by 1 instead of by the number of prims removed.
Unlike LL, OpenSimulator currently uses this stat to record the number of prims in the physics simulation, even when they are at rest.
Added regression test for this case.
|
|
Routines in Util to compute region world coordinates from region coordinates
as well as the conversion to and from region handles. These routines have
replaced a lot of math scattered throughout the simulator.
Should be no functional changes.
|
|
to check for border crossings based on the size of the region.
|
|
Code cleanups.
|
|
stack.
Implement both LoadTerrain and StoreTerrain for all DBs.
Move all database blob serialization/deserialization into TerrainData.
|
|
compression base computation.
Complete replacement of float[] for terrain heightmap with TerrainData instance.
|
|
(The changes weren't visible before because updates to attachments aren't sent while the attachment is selected.)
|
|
Constants into TerrainData.
Save compression factor with the terrain blob in the database.
|
|
Previously only the first object in the Coalesced Object was rezzed. Now all the objects are rezzed.
|
|
LLClientView to use same. This passes a terrain info class around rather than passing a one dimensional array thus allowing variable regions. Update the database storage for variable region sizes. This should be downward compatible (same format for 256x256 regions).
|