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* | if an NPC target is set to a ground location, then automatically land them ↵ | Justin Clark-Casey (justincc) | 2011-08-04 | 1 | -1/+12 | |
| | | | | | | 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 destination | Justin Clark-Casey (justincc) | 2011-08-04 | 1 | -3/+7 | |
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* | move bAllowUpdateMoveToPosition switch outside of HandleMoveToTargetUpdate() | Justin Clark-Casey (justincc) | 2011-08-04 | 1 | -1/+1 | |
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* | move reset code out of HandleMoveToTargetUpdate() so that we only call it ↵ | Justin Clark-Casey (justincc) | 2011-08-04 | 1 | -1/+1 | |
| | | | | where needed instead of passing in a flag | |||||
* | Make SIGNIFICANT_MOVEMENT SP constant a top-level property so that other ↵ | Justin Clark-Casey (justincc) | 2011-08-04 | 1 | -1/+1 | |
| | | | | classes can use it. | |||||
* | When the NPC reaches within the SIGNIFICANT_CLIENT_MOVEMENT distance of the ↵ | Justin Clark-Casey (justincc) | 2011-08-04 | 2 | -2/+5 | |
| | | | | | | | 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 movement | Justin Clark-Casey (justincc) | 2011-08-04 | 1 | -2/+21 | |
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* | Rename HandleMoveToPositionUpdate() to HandleMoveToTargetUpdate() for ↵ | Justin Clark-Casey (justincc) | 2011-08-04 | 1 | -1/+1 | |
| | | | | consistency. Improve method doc. | |||||
* | remove move to duck walk compensation - no longer required. | Justin Clark-Casey (justincc) | 2011-08-03 | 1 | -1/+5 | |
| | | | | 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) | 2011-08-03 | 2 | -2/+2 | |
| | | | | INPCModule | |||||
* | extend move test to check avatar is moving in the right direction after ↵ | Justin Clark-Casey (justincc) | 2011-08-03 | 1 | -0/+13 | |
| | | | | setting a move target | |||||
* | extend move test to check one beat of the simulator without actually asking ↵ | Justin Clark-Casey (justincc) | 2011-08-03 | 1 | -1/+7 | |
| | | | | the npc to move. | |||||
* | Add passing but incomplete NPC move regression test | Justin Clark-Casey (justincc) | 2011-08-03 | 1 | -47/+25 | |
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* | stop avatar service being set up in NPC TestCreate() - it's no longer used | Justin Clark-Casey (justincc) | 2011-08-03 | 1 | -6/+48 | |
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* | refactor: rename the move to position methods to move to target to be ↵ | Justin Clark-Casey (justincc) | 2011-08-03 | 1 | -3/+3 | |
| | | | | consistent with terminology used by scene object part and elsewhere | |||||
* | get rid of vestigal move to parameters | Justin Clark-Casey (justincc) | 2011-08-03 | 2 | -2/+2 | |
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* | enable the NPC module for its regression test | Justin Clark-Casey (justincc) | 2011-08-03 | 1 | -0/+2 | |
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* | Put config to enable disable [NPC] module. | Justin Clark-Casey (justincc) | 2011-08-03 | 1 | -4/+7 | |
| | | | | Default is disabled. You will need to explicitly enable to toy with this. | |||||
* | Do a partial fix/implementation of OSSL osNpcMoveTo() | Justin Clark-Casey (justincc) | 2011-08-03 | 1 | -11/+48 | |
| | | | | | | 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. | |||||
* | Partially fix autopilot/go here | Justin Clark-Casey (justincc) | 2011-08-02 | 2 | -1/+11 | |
| | | | | | | | 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. | |||||
* | Get rid of AvatarAppearance.Owner to simplify the code. | Justin Clark-Casey (justincc) | 2011-08-02 | 1 | -1/+0 | |
| | | | | This is not used for anything - appearances are always properties of objects with ids (ScenePresence, AgentCircuitData) and just has the potential to get out of sync when the appearance is cloned. | |||||
* | Get osNpcCreate appearance working with avatars that are currently in the scene. | Justin Clark-Casey (justincc) | 2011-08-01 | 2 | -7/+41 | |
| | | | | | | 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. | |||||
* | Fix LLTextBox to work with the updated libOMV | Melanie | 2011-07-23 | 1 | -1/+1 | |
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* | Create a very basic initial test which just creates an 'npc' and tests that ↵ | Justin Clark-Casey (justincc) | 2011-07-02 | 2 | -2/+72 | |
| | | | | the scene presence exists | |||||
* | refactor: simplify existing npc code by creating them directly rather than ↵ | Justin Clark-Casey (justincc) | 2011-07-02 | 1 | -102/+37 | |
| | | | | | | indirectly via a timer no obvious reason for doing this asynchonously, especially as the caller was sleeping in order to pick up the response anyway! | |||||
* | Hack around with the NPC module to get osNpcCreate() partially working again. | Justin Clark-Casey (justincc) | 2011-06-29 | 1 | -33/+74 | |
| | | | | | | This now creates an avatar but appearance is always cloudy. Move doesn't work. Really, creating an NPC should only involve a ScenePresence rather than doing anything with IClientAPI, since an NPC has no viewer to communicate with! | |||||
* | Fill in the new OwnerData field in the LLUDP ScriptDialog message. | Justin Clark-Casey (justincc) | 2011-05-31 | 1 | -1/+1 | |
| | | | | | If we don't do this then viewer 2.8 crashes. Resolves http://opensimulator.org/mantis/view.php?id=5510 | |||||
* | minor: remove mono compiler warning | Justin Clark-Casey (justincc) | 2011-05-21 | 1 | -3/+3 | |
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* | convert tabs to spaces | Justin Clark-Casey (justincc) | 2011-05-17 | 1 | -2/+2 | |
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* | Fixup documentation for AutoBackupModule. | Kim King | 2011-05-17 | 1 | -7/+4 | |
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* | AutoBackupModule: Implement per-region settings in Regions.ini. | Sean McNamara | 2011-05-02 | 1 | -105/+186 | |
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* | First pass at fixing justincc's feedback v2 ( ↵ | Sean McNamara | 2011-05-02 | 2 | -768/+868 | |
| | | | | | | http://opensimulator.org/mantis/view.php?id=5440 ) Fixing everything here (I think) except the per-region config. That's next. | |||||
* | Wait for OnOarFileSaved event callback before executing script | Sean McNamara | 2011-04-26 | 2 | -8/+29 | |
| | | | | | | | We want to execute the (optional) user script after I/O is done on the oar. I wasn't aware that ArchiveRegion is asynchronous -- now I am. Should fully resolve comment 0018290 at http://opensimulator.org/mantis/view.php?id=5440 | |||||
* | Merge git://opensimulator.org/git/opensim | Sean McNamara | 2011-04-23 | 1 | -9/+3 | |
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| * | First pass at moving object property requests into a queue similar | Mic Bowman | 2011-04-12 | 1 | -9/+3 | |
| | | | | | | | | | | | | | | | | to the entity update queue. The number of property packets can become significant when selecting/deselecting large numbers of objects. This is experimental code. | |||||
* | | AutoBackup: Removed unneeded imports. | Sean McNamara | 2011-04-23 | 1 | -1/+0 | |
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* | | Fix most issues raised by justincc: ↵ | Sean McNamara | 2011-04-23 | 2 | -764/+854 | |
| | | | | | | | | http://opensimulator.org/mantis/view.php?id=5440 | |||||
* | | Fixup the global defaults config parsing code. | Sean McNamara | 2011-04-12 | 1 | -15/+25 | |
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* | | Fix NREs harder. | Sean McNamara | 2011-04-11 | 1 | -16/+23 | |
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* | | Fix some NREs on certain paths. | Sean McNamara | 2011-04-11 | 1 | -6/+22 | |
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* | | AutoBackup: Support region-independent settings too. | Sean McNamara | 2011-04-11 | 1 | -57/+175 | |
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* | | Merge git://opensimulator.org/git/opensim | Sean McNamara | 2011-04-10 | 1 | -1/+1 | |
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| * | Start using IPrimCounts populated by PrimCountModule instead of LandData ↵ | Justin Clark-Casey (justincc) | 2011-03-25 | 1 | -1/+1 | |
| | | | | | | | | | | | | | | counts populated by LandManagementModule. In order to pass ILandObject into IClientAPI.SendLandProperties(), had to push ILandObject and IPrimCounts into OpenSim.Framework from OpenSim.Region.Framework.Interfaces, in order to avoid ci Counts are showing odd behaviour at the moment, this will be addressed shortly. | |||||
* | | Fix small bug with remove region; update settings docs. | Sean McNamara | 2011-02-28 | 1 | -6/+8 | |
| | | | | | | | | Our impl of IRegionModuleBase.RemoveRegion didn't remove the scene from the states map. | |||||
* | | First pass at busy heuristics. Compile-tested only. | Sean McNamara | 2011-02-28 | 1 | -6/+63 | |
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* | | Be smarter about stopping timers. Cleanup formatting. | Sean McNamara | 2011-02-28 | 1 | -277/+225 | |
| | | | | | | | | | | Use a boolean flag to tell timers that fire after IRegionModuleBase.Close() is called that they should not execute. Also, I used MonoDevelop's auto-formatting feature to format the code uniformly. No guarantee about variable names though. | |||||
* | | First working commit of AutoBackupModule. | Sean McNamara | 2011-02-26 | 1 | -11/+23 | |
| | | | | | | | | It seems to do something! Heuristics are still TODO, but this is alpha 1. | |||||
* | | Start the timer. (Could it be that simple?) | Sean McNamara | 2011-02-25 | 1 | -0/+1 | |
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* | | s/True/true | Sean McNamara | 2011-02-25 | 1 | -1/+1 | |
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* | | Make timer auto-respawn. | Sean McNamara | 2011-02-25 | 1 | -3/+6 | |
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