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path: root/OpenSim/Region/Framework/Scenes/ScenePresence.cs (follow)
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* 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
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensim into ↵John Hurliman2009-10-161-3/+5
|\ | | | | | | prioritization
| * * One more tweak to inform the user that they may not be able to move until ↵Teravus Ovares (Dan Olivares)2009-10-161-3/+5
| | | | | | | | relogging.
* | Merge branch 'master' of ssh://opensimulator.org/var/git/opensim into ↵John Hurliman2009-10-161-3/+14
|\ \ | |/ | | | | prioritization
| * * Make sure to unregister the OutOfBounds Physics event in ↵Teravus Ovares (Dan Olivares)2009-10-161-0/+1
| | | | | | | | RemoveFromPhysicalScene or we'll be leaking
| * * A hacky attempt at resolving mantis #4260. I think ODE was unable to ↵Teravus Ovares (Dan Olivares)2009-10-161-0/+9
| | | | | | | | | | | | allocate memory, and therefore the unmanaged wrapper call fails or worse.. there's some unmanaged resource accounting in the ODEPlugin for ODECharacter that isn't being done properly now. * The broken avatar may not be able to move, but it won't stop simulate from pressing on now. And, the simulator will try to destroy the avatar's physics proxy and recreate it again... but if this is what I think it is, it may not help.
| * * Request from lkalif to have the Sim send a coarselocationupdate for each ↵Teravus Ovares (Dan Olivares)2009-10-151-3/+4
| | | | | | | | | | | | | | avatar in the sim, including yourself. * Apparently the LLClientView should have been doing this previously.. Also fixed the 'You' on the index block.. so the client doesn't display an extra green dot. * Thanks lkalif for bringing it to our attention.
* | Object update prioritization by Jim Greensky of Intel Labs, part one. This ↵John Hurliman2009-10-151-14/+44
| | | | | | | | implements a simple distance prioritizer based on initial agent positions. Re-prioritizing and more advanced priority algorithms will follow soon
* | * Removed some of the redundant broadcast functions in Scene and SceneGraph ↵John Hurliman2009-10-151-6/+5
|/ | | | | | | | so it is clear who/what the broadcast is going to each time * Removed two redundant parameters from SceneObjectPart * Changed some code in terse update sending that was meant to work with references to work with value types (since Vector3 and Quaternion are structs) * Committing a preview of a new method for sending object updates efficiently (all commented out for now)
* * Replaced (possibly broken?) math for calculating the unix timestamp in ↵John Hurliman2009-10-141-2/+3
| | | | | | | MySQLAssetData with Utils.DateTimeToUnixTime() * Disabled UpdateAccessTime() function since it was only writing zeros anyways. This gave me a significant performance improvement for startup times and avatar logins in standalone mode * Load attachments asynchronously so avatars with lots of attachments don't have to race the timeout clock to login
* * comment out the velocity test, using updates every 500 ms as set in ↵Teravus Ovares (Dan Olivares)2009-10-101-2/+4
| | | | | | | ScenePresence.AddToPhysicalScene. * This causes time to be counted in ODECharacter and, when a collision occurs, the physics scene will report the collisions only if the the difference of last time it reported the collisions from now was more then the set ms. * This is cool because the time accrues while collisions are not taking place and when they do take place again, you get an immediate update.
* Merge branch 'master' of ssh://MyConnection/var/git/opensimTeravus Ovares (Dan Olivares)2009-10-101-1/+1
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| * Adjust velocity threshold for triggering flailing. Thanks to KittoFlora for ↵dahlia2009-10-101-1/+1
| | | | | | | | researching this.
* | * Make ODECharacter respect the scene's requested collision update timeTeravus Ovares (Dan Olivares)2009-10-101-1/+1
|/ | | | * Set the Scene collision update time to 500 ms
* * Fix incorrect math on the Velocity check in PhysicsCollisionUpdate. This ↵Teravus Ovares (Dan Olivares)2009-10-101-1/+1
| | | | may reduce avatar flailing.
* * Move the 'On Collision Update Movement Animation' routine to above the ↵Teravus Ovares (Dan Olivares)2009-10-101-3/+8
| | | | 'm_invulnerable' test. It doesn't fix anything but it should really be there anyway.