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* Added console command "delete object outside" to delete all objects outside ↵Snoopy Pfeffer2011-08-151-2/+37
| | | | region boundaries. This is especiyll useful in cases where physical objects outside regions boundaries cause much physics engine lag.
* add regression test for osNpcCreate when cloning an in-region avatarJustin Clark-Casey (justincc)2011-08-111-2/+2
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* eliminate redundant ground sitting checks since these are already done in ↵Justin Clark-Casey (justincc)2011-08-111-4/+1
| | | | enclosing control structures
* eliminate the rotation parameter from SP.HandleMoveToTargetUpdate(). This ↵Justin Clark-Casey (justincc)2011-08-111-5/+4
| | | | | | can just use the currently set Rotation looks like I spoke to soon about eliminating jerkiness on "go here"/autopilot. It's still there.
* instead of setting avatar rotation twice in SP.HandleAgentUpdate(), ↵Justin Clark-Casey (justincc)2011-08-111-16/+14
| | | | eliminate the second setting in AddNewMovement()
* get rid of intermediate local store of body rotation in ScenePresence, this ↵Justin Clark-Casey (justincc)2011-08-111-5/+4
| | | | is not used.
* Get NPCs to revert to the correct 'resting' animation (e.g. stand or hover) ↵Justin Clark-Casey (justincc)2011-08-112-2/+14
| | | | | | after finishing their movement. This also fixes judder after an avatar has finished "go here"/autopilot movement in a viewer. This meant reseting the SP.AgentControlFlags since the Animator uses these to determine the correct default animation.
* If SP.MoveToTarget has been called with a force walk, begin by landing the ↵Justin Clark-Casey (justincc)2011-08-111-1/+3
| | | | | | avatar. There is a bug here - once an avatar has landed it glides to its new position instead of performing a walk animation
* Add a OS_NPC_LAND_AT_TARGET option to osMoveToTarget()Justin Clark-Casey (justincc)2011-08-101-1/+4
| | | | | | | Default for this function is now not to automatically land. This allows better control by scripts when an avatar is going to be landing on a prim rather than the ground. Stopping the avatar involves faking a collision, to avoid the pid controller making it overshoot. A better approach would be to gradually slow the avatar as we near the target
* early code to allow scripts to force npcs not to fly when moving to targetJustin Clark-Casey (justincc)2011-08-103-4/+13
| | | | | this is to allow walking on prims. it will be up to the script writer to be sure that there is a continuous path. currently implemented in osNpcMoveToTarget(), but none of this is final.
* Stop trying to deregister caps or close child agents when an NPC is removedJustin Clark-Casey (justincc)2011-08-103-22/+11
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* implement osNpcStopMoveTo() to cancel any current move targetJustin Clark-Casey (justincc)2011-08-101-4/+15
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* When an NPC is created, stop telling neighbouring regions to expect a child ↵Justin Clark-Casey (justincc)2011-08-091-4/+8
| | | | agent
* Implement first draft functions for saving and loading NPC appearance from ↵Justin Clark-Casey (justincc)2011-08-092-1/+26
| | | | | | | | | | storage. This works by serializing and deserializing NPC AvatarAppearance to a notecard in the prim inventory and making the required baked textures permanent. By using notecards, we avoid lots of awkward, technical and user-unfriendly issues concerning retaining asset references and creating a new asset type. Notecards also allow different appearances to be swapped and manipulated easily. This also allows stored NPC appearances to work transparently with OARs/IARs since the UUID scan will pick up and store the necessary references from the notecard text. This works in my basic test but is not at all ready for user use or bug reporting yet.
* get rid of bogus log messageJustin Clark-Casey (justincc)2011-08-061-7/+0
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* remove some obsolete tests that are now done elsewhereJustin Clark-Casey (justincc)2011-08-061-53/+53
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* Add a test to check that ScenePresence and circuit go away when a root agent ↵Justin Clark-Casey (justincc)2011-08-061-10/+17
| | | | is closed down
* refactor: Change SceneHelpers.AddClient() to AddScenePresence().Justin Clark-Casey (justincc)2011-08-066-37/+47
| | | | This seems to make more sense as we can get SP.ControllingClient
* rip out sog generation methods in ScenePresenceAgentTests and use ↵Justin Clark-Casey (justincc)2011-08-062-38/+8
| | | | | | | SceneHelpers instead Not that it matters, since these tests are pretty bogus anyway. Also, renames some test classes for consistency.
* Do proper locking of m_localScenes list in SceneManagerJustin Clark-Casey (justincc)2011-08-061-93/+140
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* rename TestHelper => TestHelpers for consistencyJustin Clark-Casey (justincc)2011-08-0616-41/+41
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* rename test SceneSetupHelpers -> SceneHelpers for consistencyJustin Clark-Casey (justincc)2011-08-0615-65/+65
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* extend phantom flag regression test to toggle back offJustin Clark-Casey (justincc)2011-08-062-0/+7
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* refactor: Fold most SOP.ScriptSet* methods back into script code. Simplify.Justin Clark-Casey (justincc)2011-08-062-27/+2
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* Add regression test for setting phantom status on a scene object. This is ↵Justin Clark-Casey (justincc)2011-08-053-13/+78
| | | | not yet complete.
* remove the largely unused copy/pasted HandleAgentRequestSit() methodJustin Clark-Casey (justincc)2011-08-051-40/+11
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* if an NPC target is set to a ground location, then automatically land them ↵Justin Clark-Casey (justincc)2011-08-041-5/+4
| | | | | | when they get there. This doesn't help where the target is a prim surface. In these situations, it might be better to provide manual overrides so the script can control whethre an avatar flys there/lands, etc.
* if an NPC move to target is above the terrain then make it fly to destinationJustin Clark-Casey (justincc)2011-08-041-7/+19
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* if a move to target is set underground, constrain it to the terrain heightJustin Clark-Casey (justincc)2011-08-041-1/+3
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* move bAllowUpdateMoveToPosition switch outside of HandleMoveToTargetUpdate()Justin Clark-Casey (justincc)2011-08-041-8/+5
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* only call move target code in SP.HandleAgentUpdate() if we're actually in ↵Justin Clark-Casey (justincc)2011-08-041-9/+12
| | | | the process of moving to a position
* move reset code out of HandleMoveToTargetUpdate() so that we only call it ↵Justin Clark-Casey (justincc)2011-08-041-16/+12
| | | | where needed instead of passing in a flag
* Make SIGNIFICANT_MOVEMENT SP constant a top-level property so that other ↵Justin Clark-Casey (justincc)2011-08-041-5/+7
| | | | classes can use it.
* When the NPC reaches within the SIGNIFICANT_CLIENT_MOVEMENT distance of the ↵Justin Clark-Casey (justincc)2011-08-041-1/+2
| | | | | | | target, move it directly to the target. This makes the movement exact. Regression test changed to check avatar reaches exact target. Also has the nice side effect of making NPC animations continue to work after the first movement (which wasn't working). However, avatar still pauses in mid-stride
* extend npc move test to check a second movementJustin Clark-Casey (justincc)2011-08-041-1/+1
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* eliminate pre-existing unused SP.StopMovement()Justin Clark-Casey (justincc)2011-08-041-8/+1
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* Rename HandleMoveToPositionUpdate() to HandleMoveToTargetUpdate() for ↵Justin Clark-Casey (justincc)2011-08-041-6/+6
| | | | consistency. Improve method doc.
* eliminate a reset position flag by using functionally equivalent ↵Justin Clark-Casey (justincc)2011-08-041-3/+4
| | | | DCFlagKeyPressed
* Stop calling the SP.ResetMoveToTarget() code if a target is not actually setJustin Clark-Casey (justincc)2011-08-031-6/+16
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* remove move to duck walk compensation - no longer required.Justin Clark-Casey (justincc)2011-08-031-12/+12
| | | | extends npc move to regression test to check stop after sufficient sim updates
* rename NPC.Autopilot to NPC.MoveToTarget internally. Add method doc to ↵Justin Clark-Casey (justincc)2011-08-031-1/+31
| | | | INPCModule
* refactor: rename the move to position methods to move to target to be ↵Justin Clark-Casey (justincc)2011-08-032-36/+12
| | | | consistent with terminology used by scene object part and elsewhere
* get rid of vestigal move to parametersJustin Clark-Casey (justincc)2011-08-032-3/+6
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* Do a partial fix/implementation of OSSL osNpcMoveTo()Justin Clark-Casey (justincc)2011-08-032-19/+29
| | | | | | Avatar moves and stops. However, will stop in mid stride. And if the move to position is in the air, avatar will continue to make vain and quite hilarious attempts to take off (but never doing so). Clearly more work is needed.
* Improve z axis move to/autopilot so the avatar does alternative ↵Justin Clark-Casey (justincc)2011-08-032-12/+30
| | | | | | crouch/huzzah when walking along the ground Moving a flying avatar to a ground point doesn't yet land the avatar. This may or may not be the best thing
* Implement move to/autopilot for z axis movement as well.Justin Clark-Casey (justincc)2011-08-032-17/+40
| | | | This is jerky (an artifact of the way it's being done, I think), but it's better than on implementation.
* get autopilot/go here to work immediately.Justin Clark-Casey (justincc)2011-08-031-3/+7
| | | | This works with viewer 1.23.5 and so in theory should work with libopenmetaverse.
* refactor: Move update_movement_flag and the final check inside the ↵Justin Clark-Casey (justincc)2011-08-031-5/+5
| | | | m_allowMovement if in HandleAgentUpdate() since it's logically only ever used there
* refactor: move out code from HandleAgentUpdate() which processes updates to ↵Justin Clark-Casey (justincc)2011-08-031-98/+116
| | | | | | move to a set position Also comment out the really spammy log message I accidentally left in on the last commit.
* Partially fix autopilot/go hereJustin Clark-Casey (justincc)2011-08-023-72/+53
| | | | | | | This now works again except that it requires a click or avatar mvmt to get going This is because the ScenePresence.HandleAgentUpdate() method doesn't trigger until the client does something significant, at which point autopilot takes over. Even clicking is enough to trigger. This will be improved presently.