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path: root/OpenSim/Region/Framework/Interfaces/INPCModule.cs (unfollow)
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2019-05-19Dump OpenSim 0.9.0.1 into it's own branch.onefang1-1/+20
2016-11-03Initial update to OpenSim 0.8.2.1 source code.David Walter Seikel1-0/+37
2012-11-11document & 80-character width terminal formattingSignpostMarv1-36/+78
Signed-off-by: Diva Canto <diva@metaverseink.com>
2012-07-06Mantis 6063 osNpcTouch.Talun1-0/+8
Allow NPCS to touch obects.
2012-05-07remove default values from prior commit since mono cant deal with themdahlia1-1/+1
2012-05-06add OS_NPC_RUNNING option to osNpcMoveToTarget() to allow running speed for ↵dahlia1-2/+4
moving NPCs
2012-04-26Add a version of osNpcSay that takes a channel number Mantis 5747Talun1-0/+30
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>
2012-02-09If NPCModule.CreateNPC() fails to create the required ScenePresence (which ↵Justin Clark-Casey (justincc)1-1/+1
should in theory never happen), don't add the NPC to the npc list but return UUID.Zero instead.
2012-01-28Add OS_NPC_SENSE_AS_AGENT option to osNpcCreate().Justin Clark-Casey (justincc)1-1/+33
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
2012-01-27Implement osNpcGetOwner(key npc):key. This returns the owner for an 'owned' ↵Justin Clark-Casey (justincc)1-1/+1
NPC, the npc's own key for an 'unowned' NPC and NULL_KEY is the input key was not an npc. llGetOwnerKey() could also be extended but this does not allow one to distinguish between an unowned NPC and some other result (e.g. 'no such object' if NULL_KEY is the return. Also, any future extensions to LSL functions by Linden Lab are unpredictable and OpenSim-specific extensions could clash.
2012-01-12Add permissions checks for owned avatars to all other osNpc* functions.Justin Clark-Casey (justincc)1-1/+1
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.
2012-01-12refactor: Move existing npc owner checks to NPCModule.CheckPermissions() ↵Justin Clark-Casey (justincc)1-0/+8
methods and expose on interface for external calls.
2012-01-06Add osNpcCreateOwned to create an owned NPC. Those can be sensed only by the ↵Melanie1-3/+10
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.
2011-10-17Implement osNpcStand(<npc-id>)Justin Clark-Casey (justincc)1-0/+8
Allows you to stand an NPC that has sat.
2011-10-17Implement osNpcSit(). This is still in development so don't trust itJustin Clark-Casey (justincc)1-0/+9
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 :)
2011-08-11add regression test for osNpcCreate when cloning an in-region avatarJustin Clark-Casey (justincc)1-2/+2
2011-08-10Add a OS_NPC_LAND_AT_TARGET option to osMoveToTarget()Justin Clark-Casey (justincc)1-1/+4
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
2011-08-10early code to allow scripts to force npcs not to fly when moving to targetJustin Clark-Casey (justincc)1-1/+5
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.
2011-08-10implement osNpcStopMoveTo() to cancel any current move targetJustin Clark-Casey (justincc)1-4/+15
2011-08-09Implement first draft functions for saving and loading NPC appearance from ↵Justin Clark-Casey (justincc)1-1/+18
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.
2011-08-03rename NPC.Autopilot to NPC.MoveToTarget internally. Add method doc to ↵Justin Clark-Casey (justincc)1-1/+31
INPCModule
2011-07-02Create a very basic initial test which just creates an 'npc' and tests that ↵Justin Clark-Casey (justincc)1-1/+1
the scene presence exists
2009-08-21Add copyright header. Formatting cleanup.Jeff Ames1-1/+28
2009-08-21* Fleshes more of NPCModule out.Adam Frisby1-0/+13
* Implements some OSSL commands: key osNpcCreate(string user, string name, vector position, key cloneFrom); void osNpcMoveTo(key npc, vector position); void osNpcSay(key npc, string message); void osNpcRemove(key npc); * Untested. Requires ThreatLevel.High.