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* Add TriggerScenePresenceUpdated events when an animation is addedRobert Adams2013-06-112-2/+8
| | | | | | or removed. Shouldn't impact anyone as only DSG seems to use OnScenePresenceUpdated event. Some minor format changes to AnimationSet's ToString().
* Trigger OnScenePresenceUpdated when the avatar's animations change.Robert Adams2013-05-301-3/+14
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* Add methods to Animation and AnimationSet for easier manipulation andRobert Adams2013-05-302-0/+136
| | | | | display of groups of animations (Equal(), ToString(), FromOSDArray(), ...). No functional change to animations.
* Add "debug set set animations true|false" region console command.Justin Clark-Casey (justincc)2013-01-181-5/+28
| | | | | Setting this logs extra information about animation add/remove, such as uuid and animation name Unfortunately cannot be done per client yet
* Restore previous client AO behaviour by not allowing them to remove the ↵Justin Clark-Casey (justincc)2013-01-182-5/+24
| | | | | | | | | default animation but continue to allow scripts to do so. This keeps the fix from http://opensimulator.org/mantis/view.php?id=6327 and fixes the behaviour regression in http://opensimulator.org/mantis/view.php?id=6483 Animations may still exhibit different behaviour if both scripts and clients are adjusting animations. A change in the behaviour of client AO to not remove all animations may be a better long term approach.
* Revert "Prevent empty Anim Packs"Melanie2013-01-091-12/+0
| | | | This reverts commit 5561333668f61f043cdfc0733a4eb50a1bcfb14e.
* Revert "Fix sequence id fr default anim"Melanie2013-01-091-1/+1
| | | | This reverts commit a775931a0cec9f65748c6e20dd2695edcbe21b7f.
* Fix sequence id fr default animMelanie2013-01-081-1/+1
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* Prevent empty Anim PacksMelanie2013-01-081-0/+12
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* minor: Add commented out log lines to ScenePresenceAnimator for future debug ↵Justin Clark-Casey (justincc)2012-12-141-1/+10
| | | | use (such as logging anim pack contents sent to clients)
* Store and send the current movement animation state to a new sim on crossingMelanie2012-10-301-0/+11
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* Separate LSL's notion of the default anim from the actually playing anims.Melanie2012-10-261-2/+4
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* Revert "Fix for Mantis 0006376: Avatar no longer show Walking animation when ↵Melanie2012-10-261-1/+1
| | | | | | any AO hud is" This reverts commit fa484c3494a7190b4d7526094347be74d091e125.
* Fix for Mantis 0006376: Avatar no longer show Walking animation when any AO ↵nebadon2012-10-251-1/+1
| | | | | | hud is loaded. Thank you tglion
* Allow default animation to be stopped to be replaced with another one.Melanie2012-10-042-16/+29
| | | | Fixes Mantis #6327
* Stop explicitly closing and nulling out Animator in order to prevent NREs in ↵Justin Clark-Casey (justincc)2012-07-191-7/+1
| | | | | | | various places due to race conditions. Even where checks are being made they aren't enough since they all assume that the Animator they just checked is still there in the next line, which is not necessarily the case without locking. The memory used is small and these should be GC'd anyway when the SP is released. If this is not happening then the wider problem of old SPs being retained needs to be resolved.
* Fixed: custom walking animations didn't stop when the avatar stopped walking.Oren Hurvitz2012-04-271-6/+13
| | | | | | This happened because the scripts were notified about control changes (e.g., the user stopped pressing the Forward key) when the animation was still WALK, so the script didn't stop the walking animation. Fixing this required: a) Update the movement animation *before* notifying the script; b) Add locking to prevent clashes with the Heartbeat thread (which also updates the animations); c) Handle the case of a user who stops walking just as the avatar is in the air: the avatar should STAND in that case, not WALK. This reverts commit feef1dd73243cfdd5322632fb67e64cabc1ad4bc.
* Fix bug in ScenePresenceAnimator.RemoveAnimation() introduced in commit 1a8769eJustin Clark-Casey (justincc)2012-03-231-1/+1
| | | | Forgot to uppercase the animation name for default animations, since for some reason we store and use them in upper rather than lowercase.
* refactor: Rename AvatarAnimations -> DefaultAvatarAnimations for code ↵Justin Clark-Casey (justincc)2012-03-223-6/+6
| | | | clarity since non-default animations are handled completely separately from this class
* Instead of loading default avatar animations in both SLUtil and ↵Justin Clark-Casey (justincc)2012-03-213-24/+79
| | | | | | | | AvatarAnimations, load just in AvatarAnimations instead. This lets us remove the dependency of OpenSim.Framework.dll on data/avataranimations.xml, which is not necessary for ROBUST. This commit also takes care of the odd situation where animations are stored and used internally with uppercase names (e.g. "STAND") but scripts refer to them with lowercase names (e.g. "sit").
* Add method doc to SPA.Falling and use automatic private get propertyJustin Clark-Casey (justincc)2012-01-071-13/+14
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* Fix bug where tapping home to stop falling would stop any avatar movement ↵Justin Clark-Casey (justincc)2012-01-071-7/+6
| | | | | | other than falling again. Addresses http://opensimulator.org/mantis/view.php?id=5839
* minor: remove some mono compiler warningsJustin Clark-Casey (justincc)2011-12-081-1/+1
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* For now, disable mechanism to limit avatar animation updates since this ↵Justin Clark-Casey (justincc)2011-12-031-0/+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)2011-12-031-14/+12
| | | | than duplicating it with m_movementAnimation
* Rename ScenePresenceAnimator.GetMovementAnimation() -> ↵Justin Clark-Casey (justincc)2011-12-031-3/+8
| | | | DetermineMovementAnimation() for better code readability
* Stop SP.HandleAgentUpdate() and PhysicsCollisionUpdate() from being ↵Justin Clark-Casey (justincc)2011-12-031-8/+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)2011-12-021-1/+12
| | | | where such requests are ignored.
* Fix turn left and turn right properly. Works for both built-ins and LSL AOsMelanie2011-11-101-6/+11
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* Remove some left over debug and reverse experimental reordering of ifsMelanie2011-11-051-4/+2
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* Porting the ScenePresenceAnimator from Avination. Jump and fall anims now workMelanie2011-11-051-86/+131
| | | | properly.
* Animation-States Turning Left, Turning Right implemented/enabledPixel Tomsen2011-10-041-2/+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)2011-08-111-2/+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)2011-08-031-1/+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)2011-08-031-2/+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 Canto2010-12-131-1/+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 Canto2010-12-111-10/+1
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* Correct some script constants.Melanie2010-08-061-1/+1
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* Reduce number of AvatarAnimations sent with large number of avatarsRobert Adams2010-04-131-6/+7
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* Changed asset CreatorID to a stringJohn Hurliman2010-02-221-1/+1
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* * Adds CreatorID to asset metadata. This is just the plumbing to support ↵John Hurliman2010-02-221-1/+1
| | | | CreatorID, it doesn't modify database backends or OAR files to support storing/loading it
* Revolution is on the roll again! :)Revolution2010-02-141-8/+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)2009-12-301-1/+4
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* * Makes forward and backward key reactions faster by responding to the NUDGE ↵Teravus Ovares (Dan Olivares)2009-12-301-1/+2
| | | | type movements.
* * Bugfix mantis 4441, "Use of Autopilot isn't playing any animations."Teravus Ovares (Dan Olivares)2009-12-121-1/+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 ScenePresenceAnimatorTeravus Ovares (Dan Olivares)2009-12-011-3/+3
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* * Add a close method to the ScenePresenceAnimator that dereferences the ↵Teravus Ovares (Dan Olivares)2009-11-301-0/+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 Master2009-11-251-2/+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)2009-11-251-6/+0
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* * Attempt number 1 to stop the repeating crouch animation that sometimes ↵Teravus Ovares (Dan Olivares)2009-11-251-0/+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.