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path: root/OpenSim/Region/Framework/Scenes/ScenePresence.cs (follow)
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* remove the largely unused copy/pasted HandleAgentRequestSit() methodJustin Clark-Casey (justincc)2011-08-051-40/+11
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* if an NPC target is set to a ground location, then automatically land them ↵Justin Clark-Casey (justincc)2011-08-041-5/+4
| | | | | | when they get there. This doesn't help where the target is a prim surface. In these situations, it might be better to provide manual overrides so the script can control whethre an avatar flys there/lands, etc.
* if an NPC move to target is above the terrain then make it fly to destinationJustin Clark-Casey (justincc)2011-08-041-7/+19
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* if a move to target is set underground, constrain it to the terrain heightJustin Clark-Casey (justincc)2011-08-041-1/+3
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* move bAllowUpdateMoveToPosition switch outside of HandleMoveToTargetUpdate()Justin Clark-Casey (justincc)2011-08-041-8/+5
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* only call move target code in SP.HandleAgentUpdate() if we're actually in ↵Justin Clark-Casey (justincc)2011-08-041-9/+12
| | | | the process of moving to a position
* move reset code out of HandleMoveToTargetUpdate() so that we only call it ↵Justin Clark-Casey (justincc)2011-08-041-16/+12
| | | | where needed instead of passing in a flag
* Make SIGNIFICANT_MOVEMENT SP constant a top-level property so that other ↵Justin Clark-Casey (justincc)2011-08-041-5/+7
| | | | classes can use it.
* When the NPC reaches within the SIGNIFICANT_CLIENT_MOVEMENT distance of the ↵Justin Clark-Casey (justincc)2011-08-041-1/+2
| | | | | | | target, move it directly to the target. This makes the movement exact. Regression test changed to check avatar reaches exact target. Also has the nice side effect of making NPC animations continue to work after the first movement (which wasn't working). However, avatar still pauses in mid-stride
* extend npc move test to check a second movementJustin Clark-Casey (justincc)2011-08-041-1/+1
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* eliminate pre-existing unused SP.StopMovement()Justin Clark-Casey (justincc)2011-08-041-8/+1
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* Rename HandleMoveToPositionUpdate() to HandleMoveToTargetUpdate() for ↵Justin Clark-Casey (justincc)2011-08-041-6/+6
| | | | consistency. Improve method doc.
* eliminate a reset position flag by using functionally equivalent ↵Justin Clark-Casey (justincc)2011-08-041-3/+4
| | | | DCFlagKeyPressed
* Stop calling the SP.ResetMoveToTarget() code if a target is not actually setJustin Clark-Casey (justincc)2011-08-031-6/+16
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* remove move to duck walk compensation - no longer required.Justin Clark-Casey (justincc)2011-08-031-12/+12
| | | | extends npc move to regression test to check stop after sufficient sim updates
* refactor: rename the move to position methods to move to target to be ↵Justin Clark-Casey (justincc)2011-08-031-35/+11
| | | | consistent with terminology used by scene object part and elsewhere
* get rid of vestigal move to parametersJustin Clark-Casey (justincc)2011-08-031-2/+5
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* Do a partial fix/implementation of OSSL osNpcMoveTo()Justin Clark-Casey (justincc)2011-08-031-13/+24
| | | | | | Avatar moves and stops. However, will stop in mid stride. And if the move to position is in the air, avatar will continue to make vain and quite hilarious attempts to take off (but never doing so). Clearly more work is needed.
* Improve z axis move to/autopilot so the avatar does alternative ↵Justin Clark-Casey (justincc)2011-08-031-11/+23
| | | | | | crouch/huzzah when walking along the ground Moving a flying avatar to a ground point doesn't yet land the avatar. This may or may not be the best thing
* Implement move to/autopilot for z axis movement as well.Justin Clark-Casey (justincc)2011-08-031-15/+38
| | | | This is jerky (an artifact of the way it's being done, I think), but it's better than on implementation.
* get autopilot/go here to work immediately.Justin Clark-Casey (justincc)2011-08-031-3/+7
| | | | This works with viewer 1.23.5 and so in theory should work with libopenmetaverse.
* refactor: Move update_movement_flag and the final check inside the ↵Justin Clark-Casey (justincc)2011-08-031-5/+5
| | | | m_allowMovement if in HandleAgentUpdate() since it's logically only ever used there
* refactor: move out code from HandleAgentUpdate() which processes updates to ↵Justin Clark-Casey (justincc)2011-08-031-98/+116
| | | | | | move to a set position Also comment out the really spammy log message I accidentally left in on the last commit.
* Partially fix autopilot/go hereJustin Clark-Casey (justincc)2011-08-021-61/+51
| | | | | | | This now works again except that it requires a click or avatar mvmt to get going This is because the ScenePresence.HandleAgentUpdate() method doesn't trigger until the client does something significant, at which point autopilot takes over. Even clicking is enough to trigger. This will be improved presently.
* Get rid of AvatarAppearance.Owner to simplify the code.Justin Clark-Casey (justincc)2011-08-021-2/+2
| | | | This is not used for anything - appearances are always properties of objects with ids (ScenePresence, AgentCircuitData) and just has the potential to get out of sync when the appearance is cloned.
* Get osNpcCreate appearance working with avatars that are currently in the scene.Justin Clark-Casey (justincc)2011-08-011-2/+7
| | | | | | Had to stop using AvatarService for now since it doesn't store baked texture IDs (which is why this was failing). Also failing because cloning appearance was also cloning the AvatarApperance.Owner field, which we weren't then changing. Extended TestCreate() to check this.
* Hack around with the NPC module to get osNpcCreate() partially working again.Justin Clark-Casey (justincc)2011-06-291-4/+2
| | | | | | This now creates an avatar but appearance is always cloudy. Move doesn't work. Really, creating an NPC should only involve a ScenePresence rather than doing anything with IClientAPI, since an NPC has no viewer to communicate with!
* Add localID to physical object creation functions.Mic Bowman2011-06-151-1/+1
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* adjust avatar terse update packet filter distance error threshold based on ↵dahlia2011-05-061-1/+5
| | | | avatar speed
* remove further mono compiler warningsJustin Clark-Casey (justincc)2011-05-061-1/+1
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* Put the previous state back in the attachments in case the agent transfer fails.Diva Canto2011-05-041-1/+14
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* use getters instead of member variables in velocity network filter code and ↵dahlia2011-05-041-6/+8
| | | | add some more descriptive comments.
* adjust terse avatar update filtering to send updates when distance traveled ↵dahlia2011-05-031-3/+17
| | | | does not match expected distance, rather than at a fixed time period. this should smooth avatar motion somewhat when moving in a straight line and velocity is constant.
* Check for RegionID instead of RegionHandle. Other minor tweaksDiva Canto2011-04-301-1/+1
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* Delaying starting the scripts on TPs and crossings until the agent is root.Diva Canto2011-04-291-9/+32
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* Remove the scripts of the attachments in the departing region and recreate ↵Diva Canto2011-04-291-0/+2
| | | | them if fail.
* Minor correction to yesterday's changes. Make normal prim crossing (no ↵Diva Canto2011-04-291-0/+3
| | | | attach) work well again.
* Fatpack message on agent transfers: 1 message only (UpdateAgent) containing ↵Diva Canto2011-04-281-97/+27
| | | | the agent and all attachments. Preserves backwards compatibility -- older sims get passed attachments one by one. Meaning that I finally introduced versioning in the simulation service.
* network traffic reduction - decrease update frequency for moving avatars ↵dahlia2011-04-261-10/+24
| | | | when velocity is unchanged
* Fixed the transmission of throttles from root agent to childMic Bowman2011-04-251-18/+15
| | | | | | agents. Child throttles are based on the number of child agents known to the root and at least 1/4 of the throttle given to the root.
* change some log messages from info to debugJustin Clark-Casey (justincc)2011-02-251-1/+1
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* Parameterizes the view distance used to compute and manageMic Bowman2011-02-221-5/+19
| | | | | | | | | | | | | | child agents in neighbor regions. This means you can extend the view on a simulator beyond the default 3x3 regions. This uses a region default draw distance and should be replaced at some point by the avatar specified draw distance. That will require more careful, dynamic recomputation of child agents every time the draw distance changes. WARNING: this is experimental and has known instabilities. specifically all regions "within site" should be running the same default draw distance or agents will not be closed correctly.
* extend TestChildAgentEstablished() test slightly to put in ↵Justin Clark-Casey (justincc)2011-02-181-1/+3
| | | | EntityTransferModule. Not yet enabled.
* minor: add method doc to a few ScenePresence methodsJustin Clark-Casey (justincc)2011-02-181-2/+13
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* Stop the avatar sometimes pausing for more than a second on the border when ↵Justin Clark-Casey (justincc)2011-02-181-0/+7
| | | | | | | | | region crossing. This restores a RemoveFromPhysicalScene() call in ScenePresence.CheckForBorderCrossing() when the agent has been placed in transit. If we don't remove the agent from the physical scene, then the method continues to be called via ScenePresence.Update() until the handover of the client between regions is completed. Since this handover can take more than 1000ms (due to the 1000ms event queue polling response from the server), this results in the avatar pausing on the border for the entire handover period.
* Fix bumping into sim borders and check estate bans for walking crossingsMelanie2011-01-281-11/+38
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* Add a TeleportFlags member to SP so we can tell how we got there.Melanie2011-01-271-0/+11
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* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimDiva Canto2011-01-171-4/+4
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| * minor: resolve some mono compiler warningsJustin Clark-Casey (justincc)2011-01-181-1/+1
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| * Prune some of the excess logging for client logins.Justin Clark-Casey (justincc)2011-01-181-3/+3
| | | | | | | | Didn't touch the appearance related stuff.