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path: root/OpenSim/Region/Framework/Scenes/ScenePresence.cs (follow)
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* * Finished SimulationServiceConnectorDiva Canto2010-01-071-8/+11
| | | | | * Started rerouting calls to UserService. * Compiles. May run.
* Formatting cleanup. Add copyright headers.Jeff Ames2010-01-041-1/+1
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* * Fixes Sitting on the ground.Teravus Ovares (Dan Olivares)2009-12-301-2/+9
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* * Makes forward and backward key reactions faster by responding to the NUDGE ↵Teravus Ovares (Dan Olivares)2009-12-301-8/+33
| | | | type movements.
* minor: remove some mono compiler warningsJustin Clark-Casey (justincc)2009-12-151-3/+3
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* * Bugfix mantis 4441, "Use of Autopilot isn't playing any animations."Teravus Ovares (Dan Olivares)2009-12-121-4/+14
| | | | * Turns out the new animator used a different movement bitflag then the one used in the code to autopilot the avatar
* * Commit some sit code that's commented out for now.Teravus Ovares (Dan Olivares)2009-12-081-13/+215
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* * Adds Normal to the fields returned by the Physics RaycasterTeravus Ovares (Dan Olivares)2009-12-051-4/+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
* * Fixes mantis 4416. Animator is dereferenced on logoutTeravus Ovares (Dan Olivares)2009-12-051-2/+3
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* * Fix Inconsistent line ending style in ScenePresenceTeravus Ovares (Dan Olivares)2009-12-011-28/+28
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* * Add a close method to the ScenePresenceAnimator that dereferences the ↵Teravus Ovares (Dan Olivares)2009-11-301-1/+3
| | | | class variables and make the ScenePresence Close method call it.
* * Modified ScenePresence to use the Util version of the EnvironmentTickCount ↵Teravus Ovares (Dan Olivares)2009-11-301-67/+43
| | | | method (and it's subtract method). Remove redundant EnvironmentTickCount definitions in ScenePresence.
* * Patch from Misterblue to fix Environment.TickCount for statistics ↵Teravus Ovares (Dan Olivares)2009-11-291-18/+42
| | | | | | purposes. Resolves the wrap-around of the 32 bit uint. * Teravus moved the Environment methods to the Util class
* * Reverting last commit.. because it just made it worse.Teravus Ovares (Dan Olivares)2009-11-251-3/+0
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* * Attempt number 1 to stop the repeating crouch animation that sometimes ↵Teravus Ovares (Dan Olivares)2009-11-251-0/+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.
* Formatting cleanup.Jeff Ames2009-11-231-5/+5
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* * The client prevents the avatar from landing if the avatar is going above ↵Teravus Ovares (Dan Olivares)2009-11-221-5/+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.
* * This fixes landing on Prim and removes the hack from yesterday. Landing ↵Teravus Ovares (Dan Olivares)2009-11-211-2/+2
| | | | on prim should work fine again.
* * Hack to get avatar to land on prim. This is a big nasty hack that tricks ↵Teravus Ovares (Dan Olivares)2009-11-211-0/+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.
* refactor: Eliminate redundant CreateSceneViewer call on ScenePresence ↵Justin Clark-Casey (justincc)2009-11-171-4/+1
| | | | constructors since this is also done on other called constructors
* Add scene animator set up to apparantly uncalled no-arg ScenePresence ↵Justin Clark-Casey (justincc)2009-11-171-1/+2
| | | | constructor
* refactor: move AvatarAnimations, BinBVHAnimationJustin Clark-Casey (justincc)2009-11-171-59/+0
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* refactor: move most animation methods from ScenePresence into a new ↵Justin Clark-Casey (justincc)2009-11-171-380/+80
| | | | ScenePresenceAnimator class
* undo previous changesdahlia2009-11-131-1/+1
| | | | | add a GetGroupByPrim() method to Scene.cs delete a redundant method
* Changing the AssetBase constructors to avoid initializing assets with an ↵John Hurliman2009-11-051-5/+1
| | | | unknown asset type, and log an error if it ever does happen
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJohn Hurliman2009-11-041-5/+5
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| * minor: remove some mono compiler warningsJustin Clark-Casey (justincc)2009-11-041-5/+5
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* | Removing EntityBase.RotationJohn Hurliman2009-11-041-1/+7
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* * Fix for a potential race condition in ScenePresence.AbsolutePositionJohn Hurliman2009-10-301-38/+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
* * Fixed a NullReferenceException in GetMovementAnimation() and added more ↵John Hurliman2009-10-291-29/+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
* * Commented out two noisy debug lines in the LLUDP serverJohn Hurliman2009-10-291-139/+124
| | | | * Misc. cleanup in ScenePresence.HandleAgentUpdate()
* * Implemented foot collision plane for avatarsJohn Hurliman2009-10-291-215/+44
| | | | * Fixed a NullReferenceException regression
* Ported the Simian avatar animation system to OpenSim. Landing is currently ↵John Hurliman2009-10-291-36/+203
| | | | not working
* Fixing NullReferenceException regression in the previous commitJohn Hurliman2009-10-291-1/+1
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* * Log progress messages when loading OAR files with a lot of assetsJohn Hurliman2009-10-291-8/+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
* Small performance tweaks to code called by the heartbeat loopJohn Hurliman2009-10-281-62/+17
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* * Standalone logins will now go through the sequence of "requested region, ↵John Hurliman2009-10-281-9/+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
* * Reduce the velocity tolerance on sending terse updates to avoid slowly ↵John Hurliman2009-10-281-1/+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
* Track timestamps when terse updates were last sent for a prim or avatar to ↵John Hurliman2009-10-281-1/+5
| | | | avoid floating away forever until a key is pressed (deviates from SL behavior in a hopefully good way)
* Experimental change of PhysicsVector to Vector3. UntestedJohn Hurliman2009-10-261-10/+8
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* * Double the priority on avatar bake texture requests to get avatars rezzing ↵John Hurliman2009-10-261-48/+21
| | | | | | in faster than the surrounding scene * Adds duplicate tracking for SceneObjectParts and ScenePresences to avoid sending out duplicate ImprovedTerseObjectUpdate packets
* Minor tweaks to get OpenSim compiling against both the current libomv and ↵John Hurliman2009-10-251-1/+1
| | | | the upcoming 0.8.0
* Implemented a "FrontBack" prioritizer, using distance plus the plane ↵John Hurliman2009-10-231-0/+44
| | | | equation to give double weight to prims/avatars in front of you
* Experimental change to use an immutable array for iterating ScenePresences, ↵John Hurliman2009-10-231-8/+13
| | | | avoiding locking and copying the list each time it is accessed
* * Send out m_bodyRot everywhere instead of m_rotation. Still have no clue ↵John Hurliman2009-10-221-8/+7
| | | | | | which is right * Fix WorldMapModule.process() to not trip the watchdog timer
* Forgot to hit save in the last commitJohn Hurliman2009-10-221-1/+1
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* * Sending (position - hipoffset) instead of positionJohn Hurliman2009-10-221-5/+2
| | | | * Sending m_rotation instead of m_bodyRot in full updates to match terse updates (no idea which one is right!)
* * Removed the unused m_agentUpdates collection and some extra work that was ↵John Hurliman2009-10-201-93/+33
| | | | | | being done for AgentUpdate packets * Start LLUDPClients unpaused (this variable is not being used yet)
* * Rewrote the methods that build ObjectUpdate and ImprovedTerseObjectUpdate ↵John Hurliman2009-10-181-9/+13
| | | | | | | | | | packets to fill in the data more accurately and avoid allocating memory that is immediately thrown away * Changed the Send*Data structs in IClientAPI to use public readonly members instead of private members and getters * Made Parallel.ProcessorCount public * Started switching over packet building methods in LLClientView to use Util.StringToBytes[256/1024]() instead of Utils.StringToBytes() * More cleanup of the ScenePresences vs. ClientManager nightmare * ScenePresence.HandleAgentUpdate() will now time out and drop incoming AgentUpdate packets after three seconds. This fixes a deadlock on m_AgentUpdates that was blocking up the LLUDP server
* Committing the second part of Jim Greensky @ Intel Lab's patch, ↵John Hurliman2009-10-171-2/+110
| | | | re-prioritizing updates