| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
|
|
|
|
|
|
| |
Eliminate dynamic capsule wobble. Instead introduce a small, fixed
tilt, and allow the tilt to rotate with the avatar while moving; the
tilt always faces away from the direction of avatar movement. The
rotation while moving should eliminate direction-dependent behavior
(e.g. only being able to climb on top of prims from certain directions).
Falling animation is still too frequently invoked.
Ideally the tilt should be completely eliminated, but doing so
currently causes the avatar to fall through the terrain.
|
|
|
|
|
|
| |
* Changed the Destination ID to 0 in the TeleportFinish Event (why did we have it as 3?)
* Added border based trigger teleports
* Fix MakeRootAgent border cross tests for ensuring that the position is inside the region to use the borders to figure out if it's outside the Region
|
|
|
|
|
|
|
| |
to replace the delegate
* RegionCombinerModule replaces this delegate and distributes the CoarseLocationUpdates through the client connection in the region where the user would be if it was a separate region.
* Fixes Mini Map display on combined regions.
|
| |
|
| |
|
|
|
|
| |
* Use List<Border> for each cardinal to allow for irregular regions.
|
|
|
|
| |
Move Cardinals to it's own file.
|
| |
|
| |
|
|
|
|
| |
and a lot of cleaning.
|
| |
|
|
|
|
| |
lets you configure region sizes to be smaller without crashing the region. I remind you that regions are still square, must be a multiple of 4, and the Linden client doesn't like anything other then 256. If you set it bigger or smaller, the terrain doesn't load in the client, the map has issues, and god forbid you connect it to a grid that expects 256m regions.
|
| |
|
| |
|
|
|
|
|
|
| |
* Commented logic that wasn't being used.
* This should fix the errors in OdeScene.near
|
|
|
|
|
|
|
|
|
| |
a raycast test safely.
* Test for prim obstructions between the avatar and camera. If there are obstructions, inform the client to move the camera closer. This makes it so that walls and objects don't obstruct your view while you're moving around. Try walking inside a hollowed tori. You'll see how much easier it is now because your camera automatically moves closer so you can still see.
* Created a way to know if the user's camera is alt + cammed or just following the avatar.
* Changes IClientAPI interface by adding SendCameraConstraint(Vector4 CameraConstraint)
|
|
|
|
|
|
|
|
|
|
|
|
| |
manipulates the physics Scene.cs
* Remove the draconic locking around adding an avatar to the Scene
* Handle an extreme error case when border crossing fails and user uses map to teleport to a different region on the same instance causing control commands to go to a child agent.
* Make the Set Appearance method use the proper 'remove from physics scene' method.
* It *may* help border crossings.
* It *may* help the 'on avatar rez' lag, that people have been seeing the past week.
* It may also cause physics to crash more often on failed teleports (though.. I think I got the cases covered).
|
|
|
|
| |
if the collisions will affect health if the avatar is invulnerable. (saves 3 loops)
|
|
|
|
| |
revision until further testing can be done.
|
| |
|
| |
|
| |
|
|
|
|
| |
any need for a list, as only the last entry in it was acted on. So it now has a single NewForce m_nextVelocity , which is updated (rather than a NewForce object being created every AgentUpdate). So as well as cutting out all the adds and clearing of the list, it also removes the creation of upto 100+ new objects per second per avatar.
|
|
|
|
|
|
|
| |
from ScenePresence into ISceneViewer/SceneViewer. Currently ScenePresence "has" a ISceneViewer, although if we had a proper Node based scenegraph then it would most likely be attached directly to the nodes.
By extracting this code, it should make it easier to experiment with different ways of managing the update process. [Next step to make this module based, could be to create a SceneViewerFactoryModule]
|
|
|
|
| |
everyone that the so called "forces" are actually velocities.
|
|
|
|
|
|
|
| |
ScenePresence.m_forcesList, so it used the List.Clear method rather than doing a loop through the list and manually removing each item. Thanks dslake.
I also fixed the issue where the code also loops through the m_forcesList and copies each force to the ScenePresence's movementVector. Which resulted in only the last force in the list actually be acted on. As each copy overrode the last one. So now it only copies the last force in the list.
|
| |
|
|
|
|
| |
LICENSE.txt.
|
|
|
|
|
|
|
|
|
|
|
|
| |
-- please see the example. Affects region servers only.
This may break a lot of things, but it needs to go in. It was tested in standalone and the UCI grid, but it needs a lot more testing.
Known problems:
* HG asset transfers are borked for now
* missing texture is missing
* 3 unit tests commented out for now
|
|
|
|
| |
velocity.
|
|
|
|
|
|
|
| |
appear to be too slow to be useful, or fail too fire. I may remove the timers
as a consequence if this.
|
| |
|
|
|
|
|
|
| |
clog
|
|
|
|
|
|
|
| |
This is to ensure integrity of animations and script states with regard
to controls pressed or released. No user functionality yet.
|
|
|
|
|
|
| |
to stop the "folded legs" on simcross
|
| |
|
|
|
|
|
|
|
|
| |
avatar updates into a single packet.
Applied with changes.
Fixes Mantis #3136
|
|
|
|
|
|
|
|
|
| |
This patch adds few properties to ScenePresence and
thus allows region module or MRM script:
1. Force flying for avatar or,
2. Disable flying from avatar
|
|
|
|
|
|
|
|
| |
This patch adds new property to ScenePresence: SpeedModifier.
With this, one can modify avatars speed from region module
or MRM script.
|
|
|
|
| |
crossings introduced in r9110. Fixes mantis #3456.
|
| |
|
|
|
|
|
|
|
|
|
| |
singularity.
* WebStatsModule doesn't crash on restart. GodsModule doesn't crash when there is no Dialog Module. LLUDPServer doesn't crash when the Operation was Aborted.
* ODEPlugin does 'Almost NaN' sanity checks.
* ODEPlugin sacrifices NaN avatars to the NaN black hole to appease it and keep it from sucking the rest of the world in.
|
|
|
|
|
|
|
| |
attachments. Convert base types to LSL types for event marshalling through
IScriptModule to avoid parameter errors.
|
|
|
|
|
|
|
|
| |
This is sent to all root prims of all attachments of an avatar when the
animation state changes. llGetAnimation() can thenbe used to find the
new movement animation. This eliminates the need for fast timers in AOs
|
|
|
|
|
| |
Hopefully fixes Mantis #3415.
|
|
|
|
|
|
| |
Fixes Mantis #3417
|
|
|
|
|
|
| |
Fixes Mantis #3413
|
|
|
|
|
|
|
| |
gets stuck and NonFinite Avatar messages floods console
Addresses Mantis #3380
|
|
|
|
|
|
|
|
| |
(as WebStatsModule was doing)
* Assume that StatsReporter is always present (possibly as a no-op impl) rather than doing null checks
|
|
|
|
|
|
|
|
|
|
| |
glitch in ScenePresence
* ..
* ..
* err, okay, this was a stick-buggery April 1st joke by me. This removes it. Happy April 1st!
* fixes mantis 3376
|