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path: root/OpenSim/Region/Framework/Scenes/ScenePresence.cs (unfollow)
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2010-01-16Finished moving object crossings into EntityTransferModuleDiva Canto1-30/+0
2010-01-16Moved prim crossing to EntityTransferModule. Not complete yet.Diva Canto1-0/+4
2010-01-15Renamed IAgentTransferModule to IEntityTransferModule -- accounts for ↵Diva Canto1-2/+2
objects too.
2010-01-15* General cleanup of Teleports, Crossings and Child agents. They are now in ↵Diva Canto1-7/+18
the new AgentTransferModule, in line with what MW started implementing back in May -- ITeleportModule. This has been renamed IAgentTransferModule, to be more generic. * HGSceneCommunicationService has been deleted * SceneCommunicationService will likely be deleted soon too
2010-01-13* Removed debug messages.Diva Canto1-2/+0
* Everything works! (everything that was tested; lots of things to test)
2010-01-12Fixed more appearance woes that showed up using remote connectors. ↵Diva Canto1-3/+3
Appearance is now being passed with AgentCircuitData, as it should be.
2010-01-11Fixed a couple of bugs with Appearance. Appearance is all good now.Diva Canto1-0/+4
2010-01-11OpenSim/Framework/Communications/Cache deleted. LibraryRootFolder deleted.Diva Canto1-1/+0
2010-01-10CommunicationsManager is practically empty. Only NetworkServersInfo is there.Diva Canto1-2/+4
2010-01-10* OMG! All but one references to UserProfileCacheService have been rerouted!Diva Canto1-5/+9
* HG is seriously broken here * Compiles. Untested.
2010-01-07* Finished SimulationServiceConnectorDiva Canto1-8/+11
* Started rerouting calls to UserService. * Compiles. May run.
2010-01-04Formatting cleanup. Add copyright headers.Jeff Ames1-1/+1
2009-12-30* Fixes Sitting on the ground.Teravus Ovares (Dan Olivares)1-2/+9
2009-12-30* Makes forward and backward key reactions faster by responding to the NUDGE ↵Teravus Ovares (Dan Olivares)1-8/+33
type movements.
2009-12-15minor: remove some mono compiler warningsJustin Clark-Casey (justincc)1-3/+3
2009-12-12* Bugfix mantis 4441, "Use of Autopilot isn't playing any animations."Teravus Ovares (Dan Olivares)1-4/+14
* Turns out the new animator used a different movement bitflag then the one used in the code to autopilot the avatar
2009-12-08* Commit some sit code that's commented out for now.Teravus Ovares (Dan Olivares)1-13/+215
2009-12-05* Adds Normal to the fields returned by the Physics RaycasterTeravus Ovares (Dan Olivares)1-4/+20
* Fixes recognizing when a sit target is and isn't set. * * 1. Vector3.Zero. * * 2. Orientation: x:0, y:0, z:0, w:1 - ZERO_ROTATION * * (or) Orientation: x:0, y:0, z:0, w:0 - Invalid Quaternion * * (or) Orientation: x:0, y:0, z:1, w:0 - Invalid mapping, some older objects still exist with it
2009-12-05* Fixes mantis 4416. Animator is dereferenced on logoutTeravus Ovares (Dan Olivares)1-2/+3
2009-12-01* Fix Inconsistent line ending style in ScenePresenceTeravus Ovares (Dan Olivares)1-28/+28
2009-11-30* Add a close method to the ScenePresenceAnimator that dereferences the ↵Teravus Ovares (Dan Olivares)1-1/+3
class variables and make the ScenePresence Close method call it.
2009-11-30* Modified ScenePresence to use the Util version of the EnvironmentTickCount ↵Teravus Ovares (Dan Olivares)1-67/+43
method (and it's subtract method). Remove redundant EnvironmentTickCount definitions in ScenePresence.
2009-11-29* Patch from Misterblue to fix Environment.TickCount for statistics ↵Teravus Ovares (Dan Olivares)1-18/+42
purposes. Resolves the wrap-around of the 32 bit uint. * Teravus moved the Environment methods to the Util class
2009-11-25* Reverting last commit.. because it just made it worse.Teravus Ovares (Dan Olivares)1-3/+0
2009-11-25* Attempt number 1 to stop the repeating crouch animation that sometimes ↵Teravus Ovares (Dan Olivares)1-0/+3
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.
2009-11-23Formatting cleanup.Jeff Ames1-5/+5
2009-11-22* The client prevents the avatar from landing if the avatar is going above ↵Teravus Ovares (Dan Olivares)1-5/+10
an unknown certain speed, so, add a speed check on the server. * This addresses the 'hump the prim' animation playing while you're moving forward full speed and pressing page down over a prim to land.
2009-11-21* This fixes landing on Prim and removes the hack from yesterday. Landing ↵Teravus Ovares (Dan Olivares)1-2/+2
on prim should work fine again.
2009-11-21* Hack to get avatar to land on prim. This is a big nasty hack that tricks ↵Teravus Ovares (Dan Olivares)1-0/+2
the client into thinking you're landing on the terrain. There are some visual artifacts when you land. It's only temporary until we figure out how this broke.
2009-11-17refactor: Eliminate redundant CreateSceneViewer call on ScenePresence ↵Justin Clark-Casey (justincc)1-4/+1
constructors since this is also done on other called constructors
2009-11-17Add scene animator set up to apparantly uncalled no-arg ScenePresence ↵Justin Clark-Casey (justincc)1-1/+2
constructor
2009-11-17refactor: move AvatarAnimations, BinBVHAnimationJustin Clark-Casey (justincc)1-59/+0
2009-11-17refactor: move most animation methods from ScenePresence into a new ↵Justin Clark-Casey (justincc)1-380/+80
ScenePresenceAnimator class
2009-11-13undo previous changesdahlia1-1/+1
add a GetGroupByPrim() method to Scene.cs delete a redundant method
2009-11-05Changing the AssetBase constructors to avoid initializing assets with an ↵John Hurliman1-5/+1
unknown asset type, and log an error if it ever does happen
2009-11-04Removing EntityBase.RotationJohn Hurliman1-1/+7
2009-11-04minor: remove some mono compiler warningsJustin Clark-Casey (justincc)1-5/+5
2009-10-30* Fix for a potential race condition in ScenePresence.AbsolutePositionJohn Hurliman1-38/+40
* Unified the way region handles are stored and used in ScenePresence * Fixed camera position for child agents * CheckForSignificantMovement now checks avatar and camera position (both are important for scene prioritization) * Removing debug code from the previous commit
2009-10-29* Fixed a NullReferenceException in GetMovementAnimation() and added more ↵John Hurliman1-29/+35
protection against NREs in AddNewMovement() * Removed the three second limit on ImprovedTerseObjectUpdate. With the latest fixes I don't think this is necessary, and it generates a lot of unnecessary updates in a crowded sim
2009-10-29* Commented out two noisy debug lines in the LLUDP serverJohn Hurliman1-139/+124
* Misc. cleanup in ScenePresence.HandleAgentUpdate()
2009-10-29* Implemented foot collision plane for avatarsJohn Hurliman1-215/+44
* Fixed a NullReferenceException regression
2009-10-29Ported the Simian avatar animation system to OpenSim. Landing is currently ↵John Hurliman1-36/+203
not working
2009-10-29Fixing NullReferenceException regression in the previous commitJohn Hurliman1-1/+1
2009-10-29* Log progress messages when loading OAR files with a lot of assetsJohn Hurliman1-8/+12
* Change the PhysicsCollision callback for objects to send full contact point information. This will be used to calculate the collision plane for avatars * Send the physics engine velocity in terse updates, not the current force being applied to the avatar. This should fix several issues including crouching through the floor and walking through walls
2009-10-28Small performance tweaks to code called by the heartbeat loopJohn Hurliman1-62/+17
2009-10-28* Standalone logins will now go through the sequence of "requested region, ↵John Hurliman1-9/+12
default region, any region" before giving up * Hip offset should have been added not subtracted (it's a negative offset). This puts avatar feet closer to the ground * Improved duplicate checking for terse updates. This should reduce bandwidth and walking through walls
2009-10-28* Reduce the velocity tolerance on sending terse updates to avoid slowly ↵John Hurliman1-1/+1
drifting prims/avatars * Added contacts_per_collision to the ODE config section. This allows you to reduce the maximum number of contact points ODE will generate per collision and reduce the size of the array that stores contact structures
2009-10-28Track timestamps when terse updates were last sent for a prim or avatar to ↵John Hurliman1-1/+5
avoid floating away forever until a key is pressed (deviates from SL behavior in a hopefully good way)
2009-10-26Experimental change of PhysicsVector to Vector3. UntestedJohn Hurliman1-10/+8
2009-10-26* Double the priority on avatar bake texture requests to get avatars rezzing ↵John Hurliman1-48/+21
in faster than the surrounding scene * Adds duplicate tracking for SceneObjectParts and ScenePresences to avoid sending out duplicate ImprovedTerseObjectUpdate packets