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* display a sleep time of zero if forced spare time to zero, when sim fps is ↵UbitUmarov2012-05-121-2/+7
| | | | lower than desired, for better display coerence.
* ªTEST MESS* reduce animation packets send. Added onchangeanim event with ↵UbitUmarov2012-05-122-2/+26
| | | | parameters to define if to add or remove, and if to send anims pack on that evocation, etc
* Fix moving no-mod objects. Fixes a regression introduced with the undo fixMelanie2012-05-071-0/+27
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* SOG: tell physics about when we want a force or a impulse. (sorry add to ↵UbitUmarov2012-05-051-2/+4
| | | | change here also)
* Add the default animation to the child agent data updateMelanie2012-05-041-0/+3
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* Reverse the order of physics event unsubscription to allow GC. Adapted from ↵Melanie2012-05-041-2/+2
| | | | Unit's reverted patch
* Retain velocity on walking crossing - adapted from Ubit's reverted patchMelanie2012-05-041-1/+13
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* Revert "*TO TEST/REVIEW* added current default animation in animationSet.cs ↵Melanie2012-05-042-28/+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.
* *TO TEST/REVIEW* added current default animation in animationSet.cs ↵UbitUmarov2012-05-042-8/+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);
* SOG copy bug fix, now new group has own empty list of sitted avatars. Also ↵UbitUmarov2012-05-041-12/+54
| | | | changed crossing code to restore sitting avas in case of group cross fail
* Stabilize sit position on region crossingMelanie2012-05-031-1/+7
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* Clear permissions given to the object we stand up fromMelanie2012-05-031-1/+25
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* Improved sitted avatars crossings ( plus tests on vehicles)UbitUmarov2012-05-021-4/+12
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* Merge branch 'ubitwork' into avinationMelanie2012-05-021-2/+14
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| * llGetGeometricCenter...UbitUmarov2012-04-291-2/+14
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* | Preserve attachment rotation on objects rezzed via a script. Makes toastersMelanie2012-05-022-0/+4
| | | | | | | | work right, finally.
* | Fix saving of attachment positionsMelanie2012-05-011-1/+1
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* remove repeated set of group rotation to physicsUbitUmarov2012-04-291-2/+3
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* SOG bug fix in group rotations updatesUbitUmarov2012-04-291-4/+6
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* fix llGetCenterOfMass ( checked with ubitODE only)UbitUmarov2012-04-282-3/+70
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* testUbitUmarov2012-04-271-3/+0
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* testUbitUmarov2012-04-271-12/+9
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* testUbitUmarov2012-04-271-1/+1
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* itestUbitUmarov2012-04-271-2/+3
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* itestUbitUmarov2012-04-271-2/+5
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* testUbitUmarov2012-04-271-2/+2
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* testing....UbitUmarov2012-04-271-15/+24
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* testingUbitUmarov2012-04-271-1/+1
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* TESTINGUbitUmarov2012-04-271-4/+4
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* TEST more changesUbitUmarov2012-04-271-1/+2
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* TEST more options to avnLocalTeleportUbitUmarov2012-04-271-4/+9
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* TEST added avnLocalTeleport(Vector3 newpos, Quaternion? newrot, bool ↵UbitUmarov2012-04-271-0/+22
| | | | Stopped) to scenepresence.cs
* Help big boobies to dance (avatar visualParams). May not persist and need ↵UbitUmarov2012-04-261-1/+1
| | | | more lobe ?
* set PIDHoverTau and not PIDTau since all physics need thatUbitUmarov2012-04-251-5/+7
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* SOG bug fix in UI object changesUbitUmarov2012-04-241-11/+20
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* fix animations if sited in ground alsoUbitUmarov2012-04-241-1/+1
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* "save the catgirls"UbitUmarov2012-04-242-18/+13
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* display heatbeat sleep time in stats. This may not be good for general use, ↵UbitUmarov2012-04-241-0/+5
| | | | but for testing/debug
* fix Simulation time reportUbitUmarov2012-04-241-0/+7
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* some reduction on time resolution efects on spare time reportUbitUmarov2012-04-241-4/+8
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* *testing* changed stats time reports to be per reported frame and not ↵UbitUmarov2012-04-241-11/+64
| | | | acumulated in about 1second. Total Frame Time is not just 1/reported sim fps
* fix a bug i added fixing another....UbitUmarov2012-04-221-2/+5
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* changed seletion code. SOP now knows about parts selection. UI actions are ↵UbitUmarov2012-04-203-24/+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
* changed - VolumeDetect and phantom setting interaction. Script VD(true) ↵UbitUmarov2012-04-192-13/+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.
* Allow setting a specific target velocity on TeleportWithMomentumMelanie2012-04-181-1/+11
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* Prevent objects rezzed in sim from being seen as attachments and becoming ↵Melanie2012-04-171-0/+6
| | | | uneditable or crashers. (Foxtail of death)
* added suport funtions for ubitODE raycastFilteredUbitUmarov2012-04-161-0/+13
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* Use chode character actor.SetMomentum() to force full restore Velocity in ↵UbitUmarov2012-04-141-1/+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 ↵UbitUmarov2012-04-131-3/+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 ↵UbitUmarov2012-04-131-2/+3
| | | | RegionHeartbeatEnd if agent is sitting. Also restore Velocity in teleportWithMomentum()