Commit message (Collapse) | Author | Age | Files | Lines | |
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* | For now, disable mechanism to limit avatar animation updates since this ↵ | Justin Clark-Casey (justincc) | 2011-12-03 | 1 | -0/+5 |
| | | | | | | | | | causes avatars to never reach the correct animation after some actions. This reverts to situation where animation updates are made each frame on SP.PhysicsCollisionUpdate (though a packet is only sent if the anim actually changes). m_updateCount was not being update on various avatar state changes, causing the correct animations to never be sent. Always setting in HandleAgentUpdate() is not enough since the avatar is continually sending AgentUpdate packets. One would need to identify all the conditions under which animations need to play out and set m_updateCount appropriately in SP.HandleAgentUpdate() | ||||
* | refactor: Use just ScenePresenceAnimator.CurrentMovementAnimation rather ↵ | Justin Clark-Casey (justincc) | 2011-12-03 | 1 | -14/+12 |
| | | | | than duplicating it with m_movementAnimation | ||||
* | Rename ScenePresenceAnimator.GetMovementAnimation() -> ↵ | Justin Clark-Casey (justincc) | 2011-12-03 | 1 | -3/+8 |
| | | | | DetermineMovementAnimation() for better code readability | ||||
* | Stop SP.HandleAgentUpdate() and PhysicsCollisionUpdate() from being ↵ | Justin Clark-Casey (justincc) | 2011-12-03 | 1 | -8/+6 |
| | | | | | | | processed if we're dealing with a child ScenePresence. Neither of these can have any effect on child agents Now leaving warning about trying to set animation on a child agent active. Might temporarily pop up now and again. | ||||
* | Stop some places where we're trying to reset animations in child agents ↵ | Justin Clark-Casey (justincc) | 2011-12-02 | 1 | -1/+12 |
| | | | | where such requests are ignored. | ||||
* | Fix turn left and turn right properly. Works for both built-ins and LSL AOs | Melanie | 2011-11-10 | 1 | -6/+11 |
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* | Remove some left over debug and reverse experimental reordering of ifs | Melanie | 2011-11-05 | 1 | -4/+2 |
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* | Porting the ScenePresenceAnimator from Avination. Jump and fall anims now work | Melanie | 2011-11-05 | 1 | -86/+131 |
| | | | | properly. | ||||
* | Animation-States Turning Left, Turning Right implemented/enabled | Pixel Tomsen | 2011-10-04 | 1 | -2/+6 |
| | | | | http://opensimulator.org/mantis/view.php?id=3036 | ||||
* | Get NPCs to revert to the correct 'resting' animation (e.g. stand or hover) ↵ | Justin Clark-Casey (justincc) | 2011-08-11 | 1 | -2/+8 |
| | | | | | | 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. | ||||
* | Improve z axis move to/autopilot so the avatar does alternative ↵ | Justin Clark-Casey (justincc) | 2011-08-03 | 1 | -1/+7 |
| | | | | | | crouch/huzzah when walking along the ground Moving a flying avatar to a ground point doesn't yet land the avatar. This may or may not be the best thing | ||||
* | Implement move to/autopilot for z axis movement as well. | Justin Clark-Casey (justincc) | 2011-08-03 | 1 | -2/+2 |
| | | | | This is jerky (an artifact of the way it's being done, I think), but it's better than on implementation. | ||||
* | This seems to get rid of the stuck PREJUMP animation, as reported by Justin ↵ | Diva Canto | 2010-12-13 | 1 | -1/+8 |
| | | | | in -dev. Also in this commit, a slight adjustment to the Velocity of SP -- this makes the avie walking feel less jerky for me. Will wait reports from others. | ||||
* | Fixes the nudge movements! | Diva Canto | 2010-12-11 | 1 | -10/+1 |
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* | Correct some script constants. | Melanie | 2010-08-06 | 1 | -1/+1 |
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* | Reduce number of AvatarAnimations sent with large number of avatars | Robert Adams | 2010-04-13 | 1 | -6/+7 |
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* | Changed asset CreatorID to a string | John Hurliman | 2010-02-22 | 1 | -1/+1 |
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* | * Adds CreatorID to asset metadata. This is just the plumbing to support ↵ | John Hurliman | 2010-02-22 | 1 | -1/+1 |
| | | | | CreatorID, it doesn't modify database backends or OAR files to support storing/loading it | ||||
* | Revolution is on the roll again! :) | Revolution | 2010-02-14 | 1 | -8/+5 |
| | | | | | | | | Fixes: Undo, T-pose of others on login, modifiedBulletX works again, feet now stand on the ground instead of in the ground, adds checks to CombatModule. Adds: Redo, Land Undo, checks to agentUpdate (so one can not fall off of a region), more vehicle parts. Finishes almost all of LSL (1 function left, 2 events). Direct flames and kudos to Revolution, please Signed-off-by: Melanie <melanie@t-data.com> | ||||
* | * Fixes Sitting on the ground. | Teravus Ovares (Dan Olivares) | 2009-12-30 | 1 | -1/+4 |
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* | * Makes forward and backward key reactions faster by responding to the NUDGE ↵ | Teravus Ovares (Dan Olivares) | 2009-12-30 | 1 | -1/+2 |
| | | | | type movements. | ||||
* | * Bugfix mantis 4441, "Use of Autopilot isn't playing any animations." | Teravus Ovares (Dan Olivares) | 2009-12-12 | 1 | -1/+1 |
| | | | | * Turns out the new animator used a different movement bitflag then the one used in the code to autopilot the avatar | ||||
* | * Fix Inconsistent line ending style on ScenePresenceAnimator | Teravus Ovares (Dan Olivares) | 2009-12-01 | 1 | -3/+3 |
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* | * Add a close method to the ScenePresenceAnimator that dereferences the ↵ | Teravus Ovares (Dan Olivares) | 2009-11-30 | 1 | -0/+6 |
| | | | | class variables and make the ScenePresence Close method call it. | ||||
* | Patch: Fix a bug in LAND animation when the TickCount wraps into negative ↵ | OpenSim Master | 2009-11-25 | 1 | -2/+1 |
| | | | | | | | numbers by Mic Bowman Signed-off-by: Teravus Ovares (Dan Olivares) <teravus@gmail.com> | ||||
* | * Reverting last commit.. because it just made it worse. | Teravus Ovares (Dan Olivares) | 2009-11-25 | 1 | -6/+0 |
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* | * Attempt number 1 to stop the repeating crouch animation that sometimes ↵ | Teravus Ovares (Dan Olivares) | 2009-11-25 | 1 | -0/+6 |
| | | | | | | | happens. * This tries to address it by correcting one potential bug where it never resets the falltimer. * This tries to address it by telling Physics that we're not flying this step.. instead of waiting until the next step when the next agent update comes along. | ||||
* | Formatting cleanup. | Jeff Ames | 2009-11-23 | 1 | -11/+11 |
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* | refactor: move AvatarAnimations, BinBVHAnimation | Justin Clark-Casey (justincc) | 2009-11-17 | 1 | -0/+60 |
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* | refactor: move most animation methods from ScenePresence into a new ↵ | Justin Clark-Casey (justincc) | 2009-11-17 | 1 | -0/+388 |
ScenePresenceAnimator class |