Commit message (Collapse) | Author | Age | Files | Lines | |
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* | rename TestHelper => TestHelpers for consistency | Justin Clark-Casey (justincc) | 2011-08-06 | 16 | -41/+41 |
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* | rename test SceneSetupHelpers -> SceneHelpers for consistency | Justin Clark-Casey (justincc) | 2011-08-06 | 15 | -65/+65 |
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* | extend phantom flag regression test to toggle back off | Justin Clark-Casey (justincc) | 2011-08-06 | 2 | -0/+7 |
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* | refactor: Fold most SOP.ScriptSet* methods back into script code. Simplify. | Justin Clark-Casey (justincc) | 2011-08-06 | 2 | -27/+2 |
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* | Add regression test for setting phantom status on a scene object. This is ↵ | Justin Clark-Casey (justincc) | 2011-08-05 | 3 | -13/+78 |
| | | | | not yet complete. | ||||
* | remove the largely unused copy/pasted HandleAgentRequestSit() method | Justin Clark-Casey (justincc) | 2011-08-05 | 1 | -40/+11 |
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* | if an NPC target is set to a ground location, then automatically land them ↵ | Justin Clark-Casey (justincc) | 2011-08-04 | 1 | -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 destination | Justin Clark-Casey (justincc) | 2011-08-04 | 1 | -7/+19 |
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* | if a move to target is set underground, constrain it to the terrain height | Justin Clark-Casey (justincc) | 2011-08-04 | 1 | -1/+3 |
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* | move bAllowUpdateMoveToPosition switch outside of HandleMoveToTargetUpdate() | Justin Clark-Casey (justincc) | 2011-08-04 | 1 | -8/+5 |
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* | only call move target code in SP.HandleAgentUpdate() if we're actually in ↵ | Justin Clark-Casey (justincc) | 2011-08-04 | 1 | -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) | 2011-08-04 | 1 | -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) | 2011-08-04 | 1 | -5/+7 |
| | | | | classes can use it. | ||||
* | When the NPC reaches within the SIGNIFICANT_CLIENT_MOVEMENT distance of the ↵ | Justin Clark-Casey (justincc) | 2011-08-04 | 1 | -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 movement | Justin Clark-Casey (justincc) | 2011-08-04 | 1 | -1/+1 |
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* | eliminate pre-existing unused SP.StopMovement() | Justin Clark-Casey (justincc) | 2011-08-04 | 1 | -8/+1 |
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* | Rename HandleMoveToPositionUpdate() to HandleMoveToTargetUpdate() for ↵ | Justin Clark-Casey (justincc) | 2011-08-04 | 1 | -6/+6 |
| | | | | consistency. Improve method doc. | ||||
* | eliminate a reset position flag by using functionally equivalent ↵ | Justin Clark-Casey (justincc) | 2011-08-04 | 1 | -3/+4 |
| | | | | DCFlagKeyPressed | ||||
* | Stop calling the SP.ResetMoveToTarget() code if a target is not actually set | Justin Clark-Casey (justincc) | 2011-08-03 | 1 | -6/+16 |
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* | remove move to duck walk compensation - no longer required. | Justin Clark-Casey (justincc) | 2011-08-03 | 1 | -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) | 2011-08-03 | 2 | -36/+12 |
| | | | | consistent with terminology used by scene object part and elsewhere | ||||
* | get rid of vestigal move to parameters | Justin Clark-Casey (justincc) | 2011-08-03 | 2 | -3/+6 |
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* | Do a partial fix/implementation of OSSL osNpcMoveTo() | Justin Clark-Casey (justincc) | 2011-08-03 | 2 | -19/+29 |
| | | | | | | 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) | 2011-08-03 | 2 | -12/+30 |
| | | | | | | 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) | 2011-08-03 | 2 | -17/+40 |
| | | | | 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) | 2011-08-03 | 1 | -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) | 2011-08-03 | 1 | -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) | 2011-08-03 | 1 | -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 here | Justin Clark-Casey (justincc) | 2011-08-02 | 3 | -72/+53 |
| | | | | | | | 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) | 2011-08-02 | 2 | -4/+4 |
| | | | | 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) | 2011-08-01 | 1 | -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. | ||||
* | Comment out SOP logging message I accidentally left in | Justin Clark-Casey (justincc) | 2011-07-31 | 1 | -1/+1 |
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* | refactor: split out ninja joint part of SOP.DoPhysicsPropertyUpdate() so ↵ | Justin Clark-Casey (justincc) | 2011-07-31 | 1 | -71/+86 |
| | | | | that we don't have to look at it if it's not relevant | ||||
* | minor: Add method doc to collision subscription methods. Change method case ↵ | Justin Clark-Casey (justincc) | 2011-07-30 | 1 | -1/+0 |
| | | | | to reflect OpenSim standards. | ||||
* | When using osTeleportAgent() and osTeleportAvatar(), only teleport if the ↵ | Justin Clark-Casey (justincc) | 2011-07-29 | 1 | -4/+8 |
| | | | | | | | | region name exactly matches (not near matches) This is to prevent situations where the first name returned by GridService.GetRegionsByName is not one that exactly matches the given region name, even when there is an exact match later on in the list. Only the above two functions call this teleport method (the map uses a different routine) so this seems safe to change. Addresses http://opensimulator.org/mantis/view.php?id=5606 | ||||
* | Pass the first name and last name from the agent circuit data to the ↵ | Justin Clark-Casey (justincc) | 2011-07-23 | 1 | -2/+3 |
| | | | | | | | | | | authorization service rather than from the account. This is to accomodate situations where the authorization service is being used by the hypergrid, where visitors have no user account. See http://opensimulator.org/mantis/view.php?id=5517, this code is somewhat adapted/cleaned up from Michelle's patch I'm a little ambivalent about this since visitors could put anything in firstname/lastname so it's not much of an auth measure. It's up to the auth service to decide which data it actually uses. Possibly we should be passing through other info such as agent circuit ip | ||||
* | Remove manually permissions settings on all current library items so that ↵ | Justin Clark-Casey (justincc) | 2011-07-23 | 1 | -1/+4 |
| | | | | | | | they use the defaults instead. Some items had completely wrong permissions - this is easier than correcting them all. The ability to set permissions in xml is retained since there are use cases for this (e.g. to create no-mod library scripts) | ||||
* | Revert "Don't load current/next/everyone/base permissions from the library ↵ | Justin Clark-Casey (justincc) | 2011-07-23 | 1 | -4/+1 |
| | | | | | | | | item xml files - always use PermissionMask.All instead (which was the existing default)." There actually are uses for this. I will correct the perms instead since some entries appear to be wrong. This reverts commit 667b54f5a2a04fa5a2859397868d270eab3913f1. | ||||
* | Don't load current/next/everyone/base permissions from the library item xml ↵ | Justin Clark-Casey (justincc) | 2011-07-23 | 1 | -1/+4 |
| | | | | | | files - always use PermissionMask.All instead (which was the existing default). Library items always need the same permissions, so it doesn't make sense to load them from the xml files. This just opens the door to permissions mistakes. | ||||
* | Fix problem where sculpts were not getting physical proxies | Justin Clark-Casey (justincc) | 2011-07-22 | 1 | -2/+2 |
| | | | | | Fixed this by inspecting Shape.SculptEntry at various places instead of Shape.SculptType. Sculpties actually have a SculptType of Cylinder - only true mesh is SculptType.Mesh This addresses http://opensimulator.org/mantis/view.php?id=5595 | ||||
* | Generate the initial maptile asynchronously | Oren Hurvitz | 2011-07-22 | 1 | -11/+11 |
| | | | | Signed-off-by: Melanie <melanie@t-data.com> | ||||
* | Tidy up a superfluous AddPrimShape override in PhysicsScene | Careminster Team | 2011-07-19 | 1 | -1/+0 |
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* | On all undo/redo operations, consistently lock the undo object for ↵ | Justin Clark-Casey (justincc) | 2011-07-19 | 1 | -5/+1 |
| | | | | everything, in order to avoid any deadlock issues. | ||||
* | If we store an undo, wipe anything already present on the redo stack | Justin Clark-Casey (justincc) | 2011-07-19 | 1 | -0/+3 |
| | | | | | This stops problems when we undo a few steps and start off down another path. Surprisingly, apart from this now fixed problem, redo appears to be working too. | ||||
* | stop redo throwing an exception if there is nothing to redo | Justin Clark-Casey (justincc) | 2011-07-19 | 1 | -10/+13 |
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* | refator: simplify UndoState.Compare() code | Justin Clark-Casey (justincc) | 2011-07-19 | 1 | -20/+9 |
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* | rip out pointless null checks in UndoState where part can never be null | Justin Clark-Casey (justincc) | 2011-07-19 | 1 | -81/+72 |
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* | Fix undo when changing just the root prim's position in a linkset. | Justin Clark-Casey (justincc) | 2011-07-19 | 3 | -9/+11 |
| | | | | | | I think (ha ha) this largely fixes undo, except for the fact that rotation a set of prims with 'edit linked parts' selected doesn't quite work properly (though this works fine if the checkbox isn't selected). Also, the double undo bug for resize is still present. Redo might be incredibly buggy, haven't even looked at that yet. | ||||
* | refactor: rename UpdatePrimPosition() to UpdatePrimGroupPosition() for ↵ | Justin Clark-Casey (justincc) | 2011-07-19 | 3 | -6/+6 |
| | | | | consistency | ||||
* | comment out all kinds of debugging guff | Justin Clark-Casey (justincc) | 2011-07-19 | 3 | -39/+39 |
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