| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
| |
This patch trims leading and trailing spaces from NPC chat and
suppresses the sending of empty chat strings on open chat channel 0.
|
|
|
|
| |
Allow NPCS to touch obects.
|
|
|
|
|
|
|
| |
This works like osForceAttachToAvatar() but allows an object to be directly specified from the script object's inventory rather than forcing it to be rezzed in the scene first.
Still only attaches objects to the owner of the script.
This allows one to bypass the complicated co-ordination of first rezzing objects in the scene before attaching them.
Threat level high.
|
| |
|
| |
|
|
|
|
| |
moving NPCs
|
|
|
|
|
|
|
|
| |
the same simulator.
This involves a large amount of change in test scene setup code to allow test scenes to share shared modules
SetupScene is now an instance method that requires an instantiation of SceneHelpers, though other SceneHelpers methods are still static
May split these out into separate classes in the future.
|
|\ |
|
| |
| |
| |
| | |
Eliminated an extra newline in the console if the log line doesn't contain a category (example of a category: "[ASSETS]").
|
|/
|
|
|
|
|
|
|
|
|
| |
osNpcSay(UUID npc, string message) left untouched
New functions:-
osNpcSay(UUID npc, int channel, string message)
osNpcShout(UUID npc, int channel, string message)
osNpcWhisper(UUID npc, int channel, string message)
Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
|
|
|
|
|
|
|
| |
caching.
This adds ScenePresence to IClientAPI.SceneAgent earlier on in the add client process so that its information is available to EventManager.OnNewClient() and OnClientLogin()
Also add a code comment as to why we're caching friend information for child agents.
|
|
|
|
|
|
|
|
| |
functions require caching for child agents."
We need to cache child agents so that friends object edit/delete permissions will work across boarders on regions hosted by different simulators.
This reverts commit d9f7b8549b3cb9699eb8bd54242d31aac0f8241a.
|
|
|
|
|
|
|
|
| |
require caching for child agents.
This allows us to avoid unnecessary multiple calls to the friends service.
All friends functions originate from the root agent and only go to other root agents in existing code.
This also allows us to eliminate complex ref counting.
|
|
|
|
|
|
|
|
| |
AvatarAnimations, load just in AvatarAnimations instead.
This lets us remove the dependency of OpenSim.Framework.dll on data/avataranimations.xml, which is not necessary for ROBUST.
This commit also takes care of the odd situation where animations are stored and used internally with uppercase names (e.g. "STAND")
but scripts refer to them with lowercase names (e.g. "sit").
|
|
|
|
|
|
|
|
| |
analysis and stat accuracy.
Update() now accepts a frames parameter which can control the number of frames updated.
-1 will update until shutdown.
The watchdog updating moves above the maintc recalculation for any required sleep since it should be accounted for within the frame.
|
|
|
|
|
|
| |
makes use of the SLUtil copy via a method rather than each LLClientView loading a separate copy.
As per opensim-users mailing list discussion.
|
| |
|
|
|
|
|
|
| |
variable rather than making each test fetch it seperately.
Also rename instance variables in the test to conform to naming standards and for understandability
|
|
|
|
|
|
|
|
|
|
| |
mantis 5914
The part reverted is from commit 2ebb421.
Unfortunately, IAvatarFactoryModule.SetAppearance() does not transfer attachments.
I'm not sure how to do this separately, unfortunately I'll need to leave it to Dan :)
Regression test added for this case.
Mantis ref: http://opensimulator.org/mantis/view.php?id=5914
|
|
|
|
|
|
| |
creating npcs sensed as agents and secondly the OS_NPC_SENSE_AS_AGENT option was having the opposite effect.
Hopefully makes progress on addressing http://opensimulator.org/mantis/view.php?id=5872
|
| |
|
|
|
|
| |
should in theory never happen), don't add the NPC to the npc list but return UUID.Zero instead.
|
| |
|
|\ |
|
| |
| |
| |
| |
| |
| | |
http://opensimulator.org/mantis/view.php?id=5869
Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
|
|/
|
|
|
|
|
|
| |
presence and population of m_avatars.
This is required to stop a race where the SensorRepeat module can detect an NPC avatar before m_avatars is populated.
Extending the lock is the easiest to understand solution rather than getting complicated with null checks.
Hopefully resolves http://opensimulator.org/mantis/view.php?id=5872
|
|
|
|
|
|
| |
accurately reflects the data sent by the viewer. Add times bans and the
expiration of timed bans.
Warning: Contains a Migration (and nuts)
|
|
|
|
|
| |
This allows NPCs to be sensed as agents by LSL sensors rather than as a specific NPC type (which is currently an OpenSimulator-only extension).
Wiki doc on this and other recent NPC functions will follow soon
|
|
|
|
| |
Support for viewer side of telehub management. Can manupulate Telehubs and SpawnPoints from the viewer estate managemnt tools. This is a work in progress and does not yet persist or affect teleport routing.
|
| |
|
|
|
|
| |
This is being done outside the npc module since the check is meaningless for region module callers, who can fake any id that they like.
|
|
|
|
| |
methods and expose on interface for external calls.
|
|
|
|
| |
owner, can be destroyed only by the owner and only the owner can save their appearance. Added "NPC" as a flag to llSensor to sense NPCs and exclude them from "AGENT" results.
|
|
|
|
| |
IsColliding
|
| |
|
|
|
|
|
|
|
|
|
| |
it's live before sending other data.
This means that avatar/appearance data of other avatars and scene objects for a client will be sent after the ack rather than possibly before.
This may stop some avatars appearing grey on login.
This introduces a new OpenSim.Framework.ISceneAgent to accompany the existing OpenSim.Framework.ISceneObject and ISceneEntity
This allows IClientAPI to handle this as it can't reference OpenSim.Region.Framework.Interfaces
|
|
|
|
|
|
| |
Curiously, a Vector3.ToString() will not display the last two places of the float. In this case, the failure of
the assertion would confusingly report Expected: <0, 0, 0.8454993> But was: <0, 0, 0.8454993> when actual Z figure is 0.845499337
Should fully address http://opensimulator.org/mantis/view.php?id=5779
|
| |
|
| |
|
| |
|
|
|
|
| |
packet per prim. More to come as we change to make use of this.
|
|
|
|
|
|
|
|
| |
This is to partially address http://opensimulator.org/mantis/view.php?id=5769
We don't need to call SP.HandleAgentSit() again if we are within 10m since the autopilot won't trigger.
By calling it twice, the position of the sitting NPC was wrongly adjusted, ending up near <0,0,0>.
However, this change does mean that NPCs further than 10m away will not attempt to autopilot to the prim, though this code was broken anyway (is actually a different mechanism to normal NPC movmeent).
Hopefully this can be addressed soon.
|
|
|
|
| |
CreateNotecardAsset()
|
|
|
|
| |
scene presence by client ID.
|
|
|
|
| |
without a getter
|
|
|
|
| |
Allows you to stand an NPC that has sat.
|
|
|
|
|
|
|
|
|
| |
Format is osNpcSit(<npc-uuid>, <target-uuid>, OS_NPC_SIT_IMMEDIATE)
e.g. osNpcSit(npc, llGetKey(), OS_NPC_SIT_IMMEDIATE);
At the moment, sit only succeeds if the part has a sit target set.
NPC immediately sits on the target even if miles away - they do not walk up to it.
This method is in development - it may change so please don't trust it yet.
Standing will follow shortly since that's kind of important once you're sitting :)
|
|
|
|
| |
sends entity updates (including presence ones), not just prims.
|
|
|
|
| |
converted back and forth between ScenePresence and IClientAPI. More to be done still.
|
|
|
|
| |
This is moved into ScenePresence for now as a general facility
|