| Commit message (Collapse) | Author | Files | Lines |
|
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.
|
|
|
|
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
|
|
http://opensimulator.org/mantis/view.php?id=5869
Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
|
|
accurately reflects the data sent by the viewer. Add times bans and the
expiration of timed bans.
Warning: Contains a Migration (and nuts)
|
|
agent id anyway
|
|
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
|
|
of OSHttpRequest/OSHttpResponse.
This is required for the substitution of different HTTP servers or the newer HttpServer.dll without having to commit to a particular implementation.
This is also required to write regression tests that involve the HTTP layer.
If you need to recompile, all you need to do is replace OSHttpRequest/OSHttpResponse references with IOSHttpRequest/IOSHttpResponse.
|
|
|
|
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.
|
|
of the other way around.
This is necessary so that code in HttpServer can use framework facilities such as the thread watchdog for monitoring purposes.
Doing this shuffle meant that MainServer was moved into OpenSim/Framework/Servers
Also had to make OpenSim.Framework.Console rely on OpenSim.Framework rather than the other way around since it in turn relies on HttpServer
MainConsole and some new interfaces had to be moved into OpenSim/Framework to allow this. This can be reverted if parts of OpenSim.Framework stop relying on console presence (cheifly RegionInfo)
|
|
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.
|
|
objects already triggers objectkill packet to client. No need to send again.
|
|
converted back and forth between ScenePresence and IClientAPI. More to be done still.
|
|
This is moved into ScenePresence for now as a general facility
|
|
used by Autopilot coming from the client side.
I thought that I had implemented this but must have accidentally removed it.
Adds a regression test to detect if this happens again.
Temporarily disables automatic landing of NPC at a target. Will be fixed presently.
|
|
This stops the npc walking backwards if the target is directly behind.
This means that the npc no longer returns to its original rotation once movement has finished.
If you want this behaviour, please store and reset the original rotation after movement.
This is somewhat to address http://opensimulator.org/mantis/view.php?id=5678
|
|
|
|
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.
|
|
It's never possible for SOG to have no RootPart, except in the first few picosends of the big bang when it's pulled from region persistence or deserialized
|
|
|
|
The approach here, as in other parts of OpenSim, is to return a copy of the list rather than the attachments list itself
This prevents callers from forgetting to lock the list when they read it, as was happening in various parts of the codebase.
It also improves liveness.
This might improve attachment anomolies when performing region crossings.
|
|
This adds an incomplete IScenePresence to match ISceneEntity
|
|
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
|