| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
|
|
|
| |
This is overkill for some tests since they dont' need all the modules, but I think the gain in code readability is worth it
|
|
|
|
| |
attachment and npc tests
|
|
|
|
| |
These should be identical. However, the item isn't available when rezzing npc attachments.
|
|
|
|
|
| |
This meant punching in another AddUser() method in IUserManagement to do a direct name to UUID associated without the account check (since NPCs don't have accounts).
May address http://opensimulator.org/mantis/view.php?id=5645
|
| |
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
|
| |
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
|
|
|
|
|
| |
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.
|
|
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
| |
This seems to make more sense as we can get SP.ControllingClient
|
| |
|
| |
|
|
|
|
|
|
|
| |
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
|
| |
|
|
|
|
| |
extends npc move to regression test to check stop after sufficient sim updates
|
|
|
|
| |
INPCModule
|
|
|
|
| |
setting a move target
|
|
|
|
| |
the npc to move.
|
| |
|
| |
|
| |
|
|
|
|
|
|
| |
Had to stop using AvatarService for now since it doesn't store baked texture IDs (which is why this was failing).
Also failing because cloning appearance was also cloning the AvatarApperance.Owner field, which we weren't then changing.
Extended TestCreate() to check this.
|
|
the scene presence exists
|