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path: root/OpenSim/Region/Framework/Scenes/ScenePresence.cs (follow)
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* fix a seg fault in sp.csUbitUmarov2012-06-251-1/+2
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* *CHECK/REVIEW* comented out not used sp.ParentPosition. Comented out ↵UbitUmarov2012-06-171-9/+11
| | | | SOG.AbsolutePosition changing 'linked' avatars positions ( reason in code coment )
* Changed t adding the avatar dependent sit offset and not subtracting, so ↵UbitUmarov2012-06-131-2/+4
| | | | not to break inworld contents. SL ported scripts will show a sit error around 0.1m. Added respective compensation in LSL api to maintain coerence. Fixed several bugs still on SET/GET[link]PrimitiveParams[fast] and llGetObjectDetails()
* *TEST this will affect inworld sittargets by +-0.1m, so may be very BAD *. ↵UbitUmarov2012-06-131-1/+2
| | | | Changed the sign of the sitoffset dependent on avatar size in SP.cs. Removed that offset correction from SET/GET..primitiveParams in LSL api. If the sign needs to be the previus one, then all references to avatar positions on LSL api need to be fixed with that correction, not only SET/GETprimitiveParams.
* Moved auxiliar funtions of last commit from sop to lsl api since they are ↵UbitUmarov2012-06-121-34/+0
| | | | only used on one place each
* *UNTESTED* extended llGet*PrimitiveParam() to support avatars. Some auxiliar ↵UbitUmarov2012-06-121-0/+34
| | | | code in SOP.cs
* Fix a corner case where checking for region corssing may cross an avatar back ifMelanie2012-06-081-2/+7
| | | | it's pending to be sat onto a vehicle that is in the process of crossing.
* Fix LSL animation state reporting and animation state transitions on crossingMelanie2012-06-011-1/+1
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* Add advanced collision processing into ScenePresenceMelanie2012-05-291-162/+162
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* fix m_sitAvatarHeight to be half size.z, reduced default to a more ↵UbitUmarov2012-05-191-1/+1
| | | | resonable value ( 1m);
* reduce useless waste of cpu. Make character collision events be done ↵UbitUmarov2012-05-191-1/+3
| | | | similiar to parts. Let same thread do it all ( like in parts ) ( to change this some structs copies must be added)
* modulate collision sounds intensity with relative collision speedUbitUmarov2012-05-191-49/+78
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* increase avatars collisions report to 10 per sec, Stopped sound on avatar to ↵UbitUmarov2012-05-171-1/+1
| | | | volumedetect collision
* add avatar colision sounds. Changed test sound UUIDUbitUmarov2012-05-171-0/+2
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* ªTEST MESS* reduce animation packets send. Added onchangeanim event with ↵UbitUmarov2012-05-121-0/+8
| | | | parameters to define if to add or remove, and if to send anims pack on that evocation, etc
* Add the default animation to the child agent data updateMelanie2012-05-041-0/+3
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* Reverse the order of physics event unsubscription to allow GC. Adapted from ↵Melanie2012-05-041-2/+2
| | | | Unit's reverted patch
* Retain velocity on walking crossing - adapted from Ubit's reverted patchMelanie2012-05-041-1/+13
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* Revert "*TO TEST/REVIEW* added current default animation in animationSet.cs ↵Melanie2012-05-041-18/+5
| | | | | | to/fromArray in array element 0. This may cause compatibilities issues, but think this information is needed for proper crossings. OSG regions did survived tps in/out with this. ALso added velocity in crossings cases, for now detected by Teleport flag equal to Default (0);" This reverts commit 12c9916193bbb87aaa95407f798c241cbe5e23cb.
* *TO TEST/REVIEW* added current default animation in animationSet.cs ↵UbitUmarov2012-05-041-5/+18
| | | | to/fromArray in array element 0. This may cause compatibilities issues, but think this information is needed for proper crossings. OSG regions did survived tps in/out with this. ALso added velocity in crossings cases, for now detected by Teleport flag equal to Default (0);
* Stabilize sit position on region crossingMelanie2012-05-031-1/+7
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* Clear permissions given to the object we stand up fromMelanie2012-05-031-1/+25
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* testUbitUmarov2012-04-271-3/+0
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* testUbitUmarov2012-04-271-12/+9
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* testUbitUmarov2012-04-271-1/+1
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* itestUbitUmarov2012-04-271-2/+3
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* itestUbitUmarov2012-04-271-2/+5
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* testUbitUmarov2012-04-271-2/+2
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* testing....UbitUmarov2012-04-271-15/+24
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* testingUbitUmarov2012-04-271-1/+1
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* TESTINGUbitUmarov2012-04-271-4/+4
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* TEST more changesUbitUmarov2012-04-271-1/+2
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* TEST more options to avnLocalTeleportUbitUmarov2012-04-271-4/+9
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* TEST added avnLocalTeleport(Vector3 newpos, Quaternion? newrot, bool ↵UbitUmarov2012-04-271-0/+22
| | | | Stopped) to scenepresence.cs
* fix animations if sited in ground alsoUbitUmarov2012-04-241-1/+1
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* fix a bug i added fixing another....UbitUmarov2012-04-221-2/+5
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* Allow setting a specific target velocity on TeleportWithMomentumMelanie2012-04-181-1/+11
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* Use chode character actor.SetMomentum() to force full restore Velocity in ↵UbitUmarov2012-04-141-1/+3
| | | | scenepresence TeleportWithMomentum(), since actor.Velocity was selected by original coders as the input of a desired velocity (even 'forces') that is modified by character conditions, like not changing velocity.Z if it is in free fall.
* Use presence absolute position to request raycast to camera. Used m_pos ↵UbitUmarov2012-04-131-3/+11
| | | | maybe a sitting offset. For reasons i don't understand that also seems to crash ode more when i let this rays colide with heighmaps (ubitODE with normal ode lib).
* don't do Animator.UpdateMovementAnimations() in scenepresence ↵UbitUmarov2012-04-131-2/+3
| | | | RegionHeartbeatEnd if agent is sitting. Also restore Velocity in teleportWithMomentum()
* Merge branch 'master' into careminsterMelanie2012-04-071-0/+16
|\ | | | | | | | | | | | | | | | | Conflicts: OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs OpenSim/Region/CoreModules/World/Land/LandObject.cs OpenSim/Region/Framework/Scenes/Scene.Inventory.cs OpenSim/Region/Framework/Scenes/SceneObjectPart.cs OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
| * For llGetMass(), return the mass of the avatar is the object is attached.Justin Clark-Casey (justincc)2012-04-061-0/+16
| | | | | | | | | | As per http://lslwiki.net/lslwiki/wakka.php?wakka=llGetMass This is the mass as used by the physics engine (ODE or Bullet).
* | Merge branch 'master' into careminsterMelanie2012-03-291-16/+0
|\ \ | |/ | | | | | | Conflicts: OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs
| * HG 2.0: added the beginning of HGSuitcaseInventoryService. Plus moved the ↵Diva Canto2012-03-281-16/+0
| | | | | | | | hack away from ScenePresence. This is better but it still doesn't restore the inventory upon arrival.
* | Merge branch 'master' into careminsterMelanie2012-03-281-0/+18
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| * More on switching the root folder from under the viewer. More experiments.Diva Canto2012-03-271-0/+18
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* | Make anims way more snappy. Decouple SP animation handling from physics frameMelanie2012-03-231-14/+29
| | | | | | | | time.
* | Merge branch 'master' into careminsterMelanie2012-03-221-1/+1
|\ \ | |/ | | | | | | | | Conflicts: OpenSim/Region/CoreModules/World/Land/LandObject.cs OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
| * Incorporate scene teleporting debugging into "debug scene teleport ↵Justin Clark-Casey (justincc)2012-03-211-1/+1
| | | | | | | | true|false" command
* | Merge branch 'master' into careminsterMelanie2012-03-201-1/+1
|\ \ | |/ | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/Scene.cs