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| | * | Refix sitting on child prims by reinserting relevant code back into ↵Justin Clark-Casey (justincc)2013-12-111-3/+22
| | | | | | | | | | | | | | | | SP.HandleAgentSit()
| * | | This is the acutal sitting avatar crossing code. This commit implements theMelanie2013-12-161-2/+152
| |/ / | | | | | | | | | | | | | | | | | | | | | 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.
| * | Committing the Avination Scene Presence and related texture codeMelanie2013-12-112-352/+709
| |/ | | | | | | | | | | | | | | | | - 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
* | varregion: rename 'LegacyRegionLocX' back to 'RegionLocX' and same for Y and Z.Robert Adams2013-12-144-16/+16
| | | | | | | | | | | | 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.
* | Merge branch 'master' into varregionRobert Adams2013-12-051-3/+4
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| * Fix regression where mouse look flight direction no longer worked by zeroing ↵Justin Clark-Casey (justincc)2013-12-051-13/+2
| | | | | | | | | | | | | | 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
| * Ignore X and Y body rotations when sent by mouse look.Justin Clark-Casey (justincc)2013-12-031-3/+15
| | | | | | | | | | | | | | | | 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
* | Merge branch 'master' into varregionRobert Adams2013-12-013-104/+201
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| * Actually use the SP.AgentControlStopSlowWhilstMoving parameter intoroduced ↵Justin Clark-Casey (justincc)2013-11-301-1/+1
| | | | | | | | for slow walk/run in 4cfe02a rather than the magic number
| * Remove unused SP.Updated flag, which appears unused for many years and was ↵Justin Clark-Casey (justincc)2013-11-301-10/+0
| | | | | | | | only set true once and never reset
| * Implement most effects of AGENT_CONTROL_STOPJustin Clark-Casey (justincc)2013-11-302-44/+104
| | | | | | | | | | | | | | | | | | | | 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
| * Remove nudgehack from SP.HandleAgentUpdate by making MovementFlag a uint ↵Justin Clark-Casey (justincc)2013-11-301-19/+6
| | | | | | | | rather than a byte
| * Remove unused sp.ParentPosition, which has not been used for some timeJustin Clark-Casey (justincc)2013-11-292-21/+2
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| * Comment out debug sit message accidently left activeJustin Clark-Casey (justincc)2013-11-291-3/+3
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| * Fix regression where sitting on ground stopped working.Justin Clark-Casey (justincc)2013-11-291-8/+11
| | | | | | | | This was due to the PhysicsActor no longer being recreated on stand from ground.
| * Restore SP.AbsolutePosition to properly return actual absolute position when ↵Justin Clark-Casey (justincc)2013-11-291-1/+1
| | | | | | | | sitting
| * Fix stand positions rather than having the stand jump to the root prim.Justin Clark-Casey (justincc)2013-11-271-7/+49
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| * Only translate linked prim specified offset pos by the link prim rotation, ↵Justin Clark-Casey (justincc)2013-11-261-13/+15
| | | | | | | | | | | | not any specified avatar rotation as well. Don't translate root prim position by avatar rotation.
| * fix position changes when sitting on a prim with position and/or orientation ↵Justin Clark-Casey (justincc)2013-11-261-3/+28
| | | | | | | | explicitly specified
| * fix avatar rotation when sitting on a linked partJustin Clark-Casey (justincc)2013-11-231-1/+1
| | | | | | | | Need to take into account rotation of linked prim now that we are always specifying sits wrt the root prim
| * Refix fix for sitting on non-root linked prims with explicit sit targets.Justin Clark-Casey (justincc)2013-11-231-1/+1
| | | | | | | | I forgot that m_post is being set inconsistently between non-explicit and explicit ragets
| * Fix non-root prim sit positions for prims where a sit target has been ↵Justin Clark-Casey (justincc)2013-11-231-1/+1
| | | | | | | | specified as well.
| * Add line accidentally left out of recent non-root prim sit fixJustin Clark-Casey (justincc)2013-11-231-0/+2
| | | | | | | | Original commit is ff4e7de7
| * Fix issue where sitting on non-root linked prims would send camera to wrong ↵Justin Clark-Casey (justincc)2013-11-231-2/+7
| | | | | | | | | | | | position in third-person and mouselook We now specify sits as offsets from the root prim, as the viewer expects.
* | varregion: Add MaxRegionSize constant and enforce in RegionInfo.Robert Adams2013-11-302-4/+61
| | | | | | | | | | Intermediate checkin of changing border cross computation from checking boundry limits to requests to GridService. Not totally functional.
* | varregion: add ITerrainChannel.GetHeightAtXYZ() for eventual mesh terrain.Robert Adams2013-11-281-1/+13
| | | | | | | | | | Implementation of same in TerrainChannel.cs. Check for bounds in TerrainChannel[x,y] to prevent array access exceptions.
* | varregion: many replacements of in-place arithmetic with calls toRobert Adams2013-11-281-2/+2
| | | | | | | | | | the Util functions for converting world addresses to region addresses and converting region handles to locations.
* | Merge branch 'master' into varregionRobert Adams2013-11-152-3/+3
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| * refactor: replace verbose checks with String.IsNullOrEmpty where applicable.Justin Clark-Casey (justincc)2013-11-152-3/+3
| | | | | | | | Thanks to Kira for this patch from http://opensimulator.org/mantis/view.php?id=6845
* | Merge branch 'master' into varregionRobert Adams2013-11-132-2/+73
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| * Fix bug where removing a physical linkset would only decrement the Active ↵Justin Clark-Casey (justincc)2013-11-132-2/+73
| | | | | | | | | | | | | | 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.
* | varregion: elimination of Constants.RegionSize from all over OpenSimulator.Robert Adams2013-11-085-39/+51
| | | | | | | | | | | | | | 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.
* | varregion: remove uses of region size constant. In particular, update sceneRobert Adams2013-11-042-9/+9
| | | | | | | | to check for border crossings based on the size of the region.
* | varregion: send the proper terrain patch layer code for large terrain.Robert Adams2013-11-031-23/+21
| | | | | | | | Code cleanups.
* | varregion: push TerrainData implementation up and down the database storage ↵Robert Adams2013-11-012-8/+23
| | | | | | | | | | | | | | stack. Implement both LoadTerrain and StoreTerrain for all DBs. Move all database blob serialization/deserialization into TerrainData.
* | varregion: fix problem of X/Y dimensions swapped and incorrect terrainRobert Adams2013-10-312-28/+27
| | | | | | | | | | compression base computation. Complete replacement of float[] for terrain heightmap with TerrainData instance.
* | Merge branch 'master' into varregionRobert Adams2013-10-282-8/+4
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| * After finishing to edit an attachment, let other avatars see the changes. ↵Oren Hurvitz2013-10-172-8/+4
| | | | | | | | (The changes weren't visible before because updates to attachments aren't sent while the attachment is selected.)
* | Merge branch 'master' into varregionRobert Adams2013-10-162-68/+152
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| * Fixed rezzing coalesced objects from a prim's inventoryOren Hurvitz2013-10-152-68/+152
| | | | | | | | Previously only the first object in the Coalesced Object was rezzed. Now all the objects are rezzed.
* | varregion: move the compressed heighmap compression factor fromRobert Adams2013-10-162-19/+7
| | | | | | | | | | Constants into TerrainData. Save compression factor with the terrain blob in the database.
* | varregion: plug in TerrainData class and modify TerrainModule and ↵Robert Adams2013-10-073-124/+82
| | | | | | | | 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).
* | varregion: remove scattered use of Constants.RegionSize by having routines ↵Robert Adams2013-10-071-2/+2
| | | | | | | | reference RegionInfo.RegionWorldLoc?.
* | varregion: add new TerrainData and TerrainCompressor routines. ↵Robert Adams2013-10-071-0/+958
| | | | | | | | TerrainCompressor needed to replace the one in libopenmetaverse that doesn't know about the larger terrain packets.
* | varregion: serious rework of TerrainChannel:Robert Adams2013-09-282-93/+191
| | | | | | | | | | | | | | | | | | -- addition of varaible region size in X and Y -- internal storage of heightmap changed from double[] to short[] -- helper routines for handling internal structure while keeping existing API -- to and from XML that adds region size information (for downward compatibility, output in the legacy XML format if X and Y are 256) Updated and commented Constants.RegionSize but didn't change the name for compatibility.
* | VarRegion: change RegionInfo storage of region coordinates from regionRobert Adams2013-09-284-18/+18
|/ | | | | | | | count number to integer world coordinates. Added new methods RegionWorldLoc[XY]. Refactored name of 'RegionLoc*' to 'LegacyRegionLoc*' throughout OpenSim. Kept old 'RegionLoc*' entrypoint to RegionInfo for downward compatability of external region management packages.
* minor: Disable logging left active on regression test ↵Justin Clark-Casey (justincc)2013-09-271-1/+1
| | | | TestSameSimulatorIsolatedRegionsV2()
* refactor: Rename Scene.AddNewClient() to AddNewAgent() to make it obvious in ↵Justin Clark-Casey (justincc)2013-09-274-12/+12
| | | | the code that this is symmetric with CloseAgent()
* refactor: rename Scene.IncomingCloseAgent() to CloseAgent() in order to make ↵Justin Clark-Casey (justincc)2013-09-274-29/+17
| | | | | | it clear that all non-clientstack callers should be using this rather than RemoveClient() in order to step through the ScenePresence state machine properly. Adds IScene.CloseAgent() to replace RemoveClient()
* minor: Add scene name to baked textures in cache log messageJustin Clark-Casey (justincc)2013-09-261-1/+1
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