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2012-05-04Add the default animation to the child agent data updateMelanie1-0/+3
2012-05-04Reverse the order of physics event unsubscription to allow GC. Adapted from ↵Melanie1-2/+2
Unit's reverted patch
2012-05-04Retain velocity on walking crossing - adapted from Ubit's reverted patchMelanie1-1/+13
2012-05-04Revert "*TO TEST/REVIEW* added current default animation in animationSet.cs ↵Melanie2-28/+8
to/fromArray in array element 0. This may cause compatibilities issues, but think this information is needed for proper crossings. OSG regions did survived tps in/out with this. ALso added velocity in crossings cases, for now detected by Teleport flag equal to Default (0);" This reverts commit 12c9916193bbb87aaa95407f798c241cbe5e23cb.
2012-05-04*TO TEST/REVIEW* added current default animation in animationSet.cs ↵UbitUmarov2-8/+28
to/fromArray in array element 0. This may cause compatibilities issues, but think this information is needed for proper crossings. OSG regions did survived tps in/out with this. ALso added velocity in crossings cases, for now detected by Teleport flag equal to Default (0);
2012-05-04SOG copy bug fix, now new group has own empty list of sitted avatars. Also ↵UbitUmarov1-12/+54
changed crossing code to restore sitting avas in case of group cross fail
2012-05-03Stabilize sit position on region crossingMelanie1-1/+7
2012-05-03Clear permissions given to the object we stand up fromMelanie1-1/+25
2012-05-02 Improved sitted avatars crossings ( plus tests on vehicles)UbitUmarov1-4/+12
2012-05-02Preserve attachment rotation on objects rezzed via a script. Makes toastersMelanie2-0/+4
work right, finally.
2012-05-01Fix saving of attachment positionsMelanie1-1/+1
2012-04-29 llGetGeometricCenter...UbitUmarov1-2/+14
2012-04-29 remove repeated set of group rotation to physicsUbitUmarov1-2/+3
2012-04-29SOG bug fix in group rotations updatesUbitUmarov1-4/+6
2012-04-28fix llGetCenterOfMass ( checked with ubitODE only)UbitUmarov2-3/+70
2012-04-27testUbitUmarov1-3/+0
2012-04-27testUbitUmarov1-12/+9
2012-04-27testUbitUmarov1-1/+1
2012-04-27itestUbitUmarov1-2/+3
2012-04-27itestUbitUmarov1-2/+5
2012-04-27testUbitUmarov1-2/+2
2012-04-27testing....UbitUmarov1-15/+24
2012-04-27testingUbitUmarov1-1/+1
2012-04-27TESTINGUbitUmarov1-4/+4
2012-04-27TEST more changesUbitUmarov1-1/+2
2012-04-27 TEST more options to avnLocalTeleportUbitUmarov1-4/+9
2012-04-27TEST added avnLocalTeleport(Vector3 newpos, Quaternion? newrot, bool ↵UbitUmarov1-0/+22
Stopped) to scenepresence.cs
2012-04-26Help big boobies to dance (avatar visualParams). May not persist and need ↵UbitUmarov1-1/+1
more lobe ?
2012-04-25set PIDHoverTau and not PIDTau since all physics need thatUbitUmarov1-5/+7
2012-04-24SOG bug fix in UI object changesUbitUmarov1-11/+20
2012-04-24 fix animations if sited in ground alsoUbitUmarov1-1/+1
2012-04-24"save the catgirls"UbitUmarov2-18/+13
2012-04-24 display heatbeat sleep time in stats. This may not be good for general use, ↵UbitUmarov1-0/+5
but for testing/debug
2012-04-24 fix Simulation time reportUbitUmarov1-0/+7
2012-04-24some reduction on time resolution efects on spare time reportUbitUmarov1-4/+8
2012-04-24*testing* changed stats time reports to be per reported frame and not ↵UbitUmarov1-11/+64
acumulated in about 1second. Total Frame Time is not just 1/reported sim fps
2012-04-22fix a bug i added fixing another....UbitUmarov1-2/+5
2012-04-20changed seletion code. SOP now knows about parts selection. UI actions are ↵UbitUmarov3-24/+104
sent to SOP and this reports to SOG. Group is selected if any part is selected.sop.isSelect get() is only used in SOG. Will need to be improved for better performance on largelinksets. *UNTESTED* NEEDS CHECKING for side efects
2012-04-19 changed - VolumeDetect and phantom setting interaction. Script VD(true) ↵UbitUmarov2-13/+40
forces phantom ON. UI phantom off turns off VD. Other transitions should only change specific parameter. This is not as current SL. - Fixed volumedetect prims being wrongly removed from physics.
2012-04-18Allow setting a specific target velocity on TeleportWithMomentumMelanie1-1/+11
2012-04-17Prevent objects rezzed in sim from being seen as attachments and becoming ↵Melanie1-0/+6
uneditable or crashers. (Foxtail of death)
2012-04-16 added suport funtions for ubitODE raycastFilteredUbitUmarov1-0/+13
2012-04-14Use chode character actor.SetMomentum() to force full restore Velocity in ↵UbitUmarov1-1/+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.
2012-04-13Use presence absolute position to request raycast to camera. Used m_pos ↵UbitUmarov1-3/+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).
2012-04-13 don't do Animator.UpdateMovementAnimations() in scenepresence ↵UbitUmarov1-2/+3
RegionHeartbeatEnd if agent is sitting. Also restore Velocity in teleportWithMomentum()
2012-04-09make llGetGeometricCenter() work as in current SL. Now this is not real geom ↵UbitUmarov2-10/+49
center but a average of positions relative to root prim ignoring prims details, so no need to use physics engine.
2012-04-09sop.AddToPhysics(..) fixed and in use. For now it seems it needs to set ↵UbitUmarov1-263/+147
sop.PhysActor, so made it return void.
2012-04-06Moved the inventory manipulation from HGEntityTransferModule to ↵Diva Canto1-0/+49
HGInventoryAccessModule where it belongs. They need to exchange some events, so added those to EventManager. Those events (TeleportStart and TeleportFail) are nice to have anyway.
2012-04-07Rather than having a FromFolderID property on every single prim and only ↵Justin Clark-Casey (justincc)2-6/+15
ever using the root prim one, store on SOG instead. This reduces pointless memory usage.
2012-04-07Store FromItemID for attachments once on SOG instead of on every SOP and ↵Justin Clark-Casey (justincc)3-19/+13
only ever using the root part entry. This eliminates some pointless memory use.