Commit message (Collapse) | Author | Age | Files | Lines | ||
---|---|---|---|---|---|---|
... | ||||||
* | Remember to set and unset the fire and forget method at the top of the ↵ | Justin Clark-Casey (justincc) | 2011-09-08 | 1 | -2/+10 | |
| | | | | attachment and npc tests | |||||
* | Use scene presence agent id for rezzed object ownership rather than item owner. | Justin Clark-Casey (justincc) | 2011-09-08 | 1 | -0/+77 | |
| | | | | These should be identical. However, the item isn't available when rezzing npc attachments. | |||||
* | Eliminate pointless checks of SOG.RootPart != null | Justin Clark-Casey (justincc) | 2011-09-01 | 1 | -1/+0 | |
| | | | | 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 | |||||
* | move common code into AttachmentsModule.DeleteAttachmentsFromScene() | Justin Clark-Casey (justincc) | 2011-08-31 | 1 | -5/+1 | |
| | ||||||
* | Make SP.Attachments available as sp.GetAttachments() instead. | Justin Clark-Casey (justincc) | 2011-08-31 | 1 | -7/+3 | |
| | | | | | | | 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. | |||||
* | refactor: Move ScenePresence.RezAttachments() into AttachmentsModule | Justin Clark-Casey (justincc) | 2011-08-30 | 1 | -1/+1 | |
| | | | | This adds an incomplete IScenePresence to match ISceneEntity | |||||
* | Merge branch 'master' into bulletsim | Mic Bowman | 2011-08-19 | 6 | -79/+148 | |
|\ | | | | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/SceneManager.cs | |||||
| * | Stop NPC's getting hypergrid like names in some circumstances. | Justin Clark-Casey (justincc) | 2011-08-19 | 1 | -1/+5 | |
| | | | | | | | | | | 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 | |||||
| * | Don't try to save changed attachment states when an NPC with attachments is ↵ | Justin Clark-Casey (justincc) | 2011-08-18 | 2 | -2/+2 | |
| | | | | | | | | | | | | | | removed from the scene. This is done by introducing a PresenceType enum into ScenePresence which currently has two values, User and Npc. This seems better than a SaveAttachments flag in terms of code comprehension, though I'm still slightly uneasy about introducing these semantics to core objects | |||||
| * | Fix issue where loading a new appearance onto an NPC would not remove the ↵ | Justin Clark-Casey (justincc) | 2011-08-17 | 1 | -0/+10 | |
| | | | | | | | | | | | | previous attachments from the scene. Addresses http://opensimulator.org/mantis/view.php?id=5636 | |||||
| * | Add "shutdown" message to RegionReady | BlueWall | 2011-08-15 | 1 | -0/+5 | |
| | | | | | | | | | | | | Add "shutdown" message when removing region. From a patch submitted by Michelle Argus. Thanks Michelle | |||||
| * | minor: On "login disable/enable" always tell the user the final login ↵ | Justin Clark-Casey (justincc) | 2011-08-12 | 1 | -3/+3 | |
| | | | | | | | | status, rather than remaining silent if it was already on/off | |||||
| * | When saving appearance, only save the baked textures, not the other face ↵ | Justin Clark-Casey (justincc) | 2011-08-12 | 1 | -1/+1 | |
| | | | | | | | | textures (which are already stored permanently) | |||||
| * | Fix kicking of NPCs via "kick user" console command. | Justin Clark-Casey (justincc) | 2011-08-12 | 1 | -0/+2 | |
| | | | | | | | | Needed to hook up the Close() function in the NPCAvatar IClientAPI implementation, which [unfortunately] is still needed | |||||
| * | add regression test for osNpcCreate when cloning an in-region avatar | Justin Clark-Casey (justincc) | 2011-08-11 | 2 | -31/+8 | |
| | | ||||||
| * | eliminate the rotation parameter from SP.HandleMoveToTargetUpdate(). This ↵ | Justin Clark-Casey (justincc) | 2011-08-11 | 1 | -1/+6 | |
| | | | | | | | | | | | | 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) | 2011-08-11 | 1 | -1/+1 | |
| | | | | | | | | eliminate the second setting in AddNewMovement() | |||||
| * | Get NPCs to revert to the correct 'resting' animation (e.g. stand or hover) ↵ | Justin Clark-Casey (justincc) | 2011-08-11 | 2 | -5/+4 | |
| | | | | | | | | | | | | 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. | |||||
| * | Add a OS_NPC_LAND_AT_TARGET option to osMoveToTarget() | Justin Clark-Casey (justincc) | 2011-08-10 | 3 | -13/+29 | |
| | | | | | | | | | | | | | | 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 target | Justin Clark-Casey (justincc) | 2011-08-10 | 4 | -6/+6 | |
| | | | | | | | | | | 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 removed | Justin Clark-Casey (justincc) | 2011-08-10 | 1 | -1/+1 | |
| | | ||||||
| * | implement osNpcStopMoveTo() to cancel any current move target | Justin Clark-Casey (justincc) | 2011-08-10 | 1 | -3/+34 | |
| | | ||||||
| * | When an NPC appearance is loaded, rez the attachments too | Justin Clark-Casey (justincc) | 2011-08-09 | 1 | -0/+1 | |
| | | ||||||
| * | When an NPC is created, stop telling neighbouring regions to expect a child ↵ | Justin Clark-Casey (justincc) | 2011-08-09 | 3 | -15/+5 | |
| | | | | | | | | agent | |||||
| * | Implement first draft functions for saving and loading NPC appearance from ↵ | Justin Clark-Casey (justincc) | 2011-08-09 | 2 | -1/+30 | |
| | | | | | | | | | | | | | | | | | | | | 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. | |||||
| * | refactor: Change SceneHelpers.AddClient() to AddScenePresence(). | Justin Clark-Casey (justincc) | 2011-08-06 | 1 | -2/+2 | |
| | | | | | | | | This seems to make more sense as we can get SP.ControllingClient | |||||
| * | rename TestHelper => TestHelpers for consistency | Justin Clark-Casey (justincc) | 2011-08-06 | 2 | -6/+6 | |
| | | ||||||
| * | rename test SceneSetupHelpers -> SceneHelpers for consistency | Justin Clark-Casey (justincc) | 2011-08-06 | 2 | -8/+8 | |
| | | ||||||
* | | BulletSim: add runtime setting of physics parameters. Update default values. | Robert Adams | 2011-08-18 | 1 | -0/+277 | |
|/ | ||||||
* | 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 | |
| | ||||||
* | move bAllowUpdateMoveToPosition switch outside of HandleMoveToTargetUpdate() | Justin Clark-Casey (justincc) | 2011-08-04 | 1 | -1/+1 | |
| | ||||||
* | 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 | |
| | ||||||
* | 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 | |
| | ||||||
* | stop avatar service being set up in NPC TestCreate() - it's no longer used | Justin Clark-Casey (justincc) | 2011-08-03 | 1 | -6/+48 | |
| | ||||||
* | 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 | 3 | -3/+3 | |
| | ||||||
* | enable the NPC module for its regression test | Justin Clark-Casey (justincc) | 2011-08-03 | 1 | -0/+2 | |
| | ||||||
* | 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 | 2 | -2/+1 | |
| | | | | 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. |