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2011-08-20Add avatar and attachments to llRegionSayBlueWall1-1/+1
llRegionSay will now message avatars on chan 0 and will message attachments on the avatar that listen on channels other than 0. This behavior is consistant with the LL implementation as tested on regions in Agni with one exception: this implementation does not include issue: https://jira.secondlife.com/browse/SCR-66?
2011-08-19Add llRegionSayToBlueWall1-0/+20
llRegionSayTo(key target, integer channel, string messasge) Allows messages to be sent region-wide to a particular prim.
2011-08-19Fix exception when using BasicPhysicsRobert Adams1-2/+2
2011-08-19Stop NPC's getting hypergrid like names in some circumstances.Justin Clark-Casey (justincc)2-15/+64
This meant punching in another AddUser() method in IUserManagement to do a direct name to UUID associated without the account check (since NPCs don't have accounts). May address http://opensimulator.org/mantis/view.php?id=5645
2011-08-18refactor: fold CreateSceneViewer() back into ScenePresence constructorJustin Clark-Casey (justincc)1-6/+1
2011-08-18refactor: Fold 3 ScenePresence() constructors into one since only one is called.Justin Clark-Casey (justincc)1-9/+2
2011-08-18Don't try to save changed attachment states when an NPC with attachments is ↵Justin Clark-Casey (justincc)5-12/+20
removed from the scene. This is done by introducing a PresenceType enum into ScenePresence which currently has two values, User and Npc. This seems better than a SaveAttachments flag in terms of code comprehension, though I'm still slightly uneasy about introducing these semantics to core objects
2011-08-17Fix issue where loading a new appearance onto an NPC would not remove the ↵Justin Clark-Casey (justincc)1-1/+2
previous attachments from the scene. Addresses http://opensimulator.org/mantis/view.php?id=5636
2011-08-17Add new regression TestRezAttachmentsOnAvatarEntrance() to do simple ↵Justin Clark-Casey (justincc)1-4/+4
attachments check
2011-08-16get rid of logged warnings about lack of some modules - afaik these never ↵Justin Clark-Casey (justincc)1-10/+0
occur in real life and just clutter up tests
2011-08-16relocate AttachmentTests.cs to AttachmentsModuleTests.csJustin Clark-Casey (justincc)1-172/+0
2011-08-15Added console command "delete object outside" to delete all objects outside ↵Snoopy Pfeffer1-2/+37
region boundaries. This is especiyll useful in cases where physical objects outside regions boundaries cause much physics engine lag.
2011-08-11add regression test for osNpcCreate when cloning an in-region avatarJustin Clark-Casey (justincc)1-2/+2
2011-08-11eliminate redundant ground sitting checks since these are already done in ↵Justin Clark-Casey (justincc)1-4/+1
enclosing control structures
2011-08-11eliminate the rotation parameter from SP.HandleMoveToTargetUpdate(). This ↵Justin Clark-Casey (justincc)1-5/+4
can just use the currently set Rotation looks like I spoke to soon about eliminating jerkiness on "go here"/autopilot. It's still there.
2011-08-11instead of setting avatar rotation twice in SP.HandleAgentUpdate(), ↵Justin Clark-Casey (justincc)1-16/+14
eliminate the second setting in AddNewMovement()
2011-08-11get rid of intermediate local store of body rotation in ScenePresence, this ↵Justin Clark-Casey (justincc)1-5/+4
is not used.
2011-08-11Get NPCs to revert to the correct 'resting' animation (e.g. stand or hover) ↵Justin Clark-Casey (justincc)2-2/+14
after finishing their movement. This also fixes judder after an avatar has finished "go here"/autopilot movement in a viewer. This meant reseting the SP.AgentControlFlags since the Animator uses these to determine the correct default animation.
2011-08-11If SP.MoveToTarget has been called with a force walk, begin by landing the ↵Justin Clark-Casey (justincc)1-1/+3
avatar. There is a bug here - once an avatar has landed it glides to its new position instead of performing a walk animation
2011-08-10Add a OS_NPC_LAND_AT_TARGET option to osMoveToTarget()Justin Clark-Casey (justincc)1-1/+4
Default for this function is now not to automatically land. This allows better control by scripts when an avatar is going to be landing on a prim rather than the ground. Stopping the avatar involves faking a collision, to avoid the pid controller making it overshoot. A better approach would be to gradually slow the avatar as we near the target
2011-08-10early code to allow scripts to force npcs not to fly when moving to targetJustin Clark-Casey (justincc)3-4/+13
this is to allow walking on prims. it will be up to the script writer to be sure that there is a continuous path. currently implemented in osNpcMoveToTarget(), but none of this is final.
2011-08-10Stop trying to deregister caps or close child agents when an NPC is removedJustin Clark-Casey (justincc)3-22/+11
2011-08-10implement osNpcStopMoveTo() to cancel any current move targetJustin Clark-Casey (justincc)1-4/+15
2011-08-09When an NPC is created, stop telling neighbouring regions to expect a child ↵Justin Clark-Casey (justincc)1-4/+8
agent
2011-08-09Implement first draft functions for saving and loading NPC appearance from ↵Justin Clark-Casey (justincc)2-1/+26
storage. This works by serializing and deserializing NPC AvatarAppearance to a notecard in the prim inventory and making the required baked textures permanent. By using notecards, we avoid lots of awkward, technical and user-unfriendly issues concerning retaining asset references and creating a new asset type. Notecards also allow different appearances to be swapped and manipulated easily. This also allows stored NPC appearances to work transparently with OARs/IARs since the UUID scan will pick up and store the necessary references from the notecard text. This works in my basic test but is not at all ready for user use or bug reporting yet.
2011-08-06get rid of bogus log messageJustin Clark-Casey (justincc)1-7/+0
2011-08-06remove some obsolete tests that are now done elsewhereJustin Clark-Casey (justincc)1-53/+53
2011-08-06Add a test to check that ScenePresence and circuit go away when a root agent ↵Justin Clark-Casey (justincc)1-10/+17
is closed down
2011-08-06refactor: Change SceneHelpers.AddClient() to AddScenePresence().Justin Clark-Casey (justincc)6-37/+47
This seems to make more sense as we can get SP.ControllingClient
2011-08-06rip out sog generation methods in ScenePresenceAgentTests and use ↵Justin Clark-Casey (justincc)2-38/+8
SceneHelpers instead Not that it matters, since these tests are pretty bogus anyway. Also, renames some test classes for consistency.
2011-08-06Do proper locking of m_localScenes list in SceneManagerJustin Clark-Casey (justincc)1-93/+140
2011-08-06rename TestHelper => TestHelpers for consistencyJustin Clark-Casey (justincc)16-41/+41
2011-08-06rename test SceneSetupHelpers -> SceneHelpers for consistencyJustin Clark-Casey (justincc)15-65/+65
2011-08-06extend phantom flag regression test to toggle back offJustin Clark-Casey (justincc)2-0/+7
2011-08-06refactor: Fold most SOP.ScriptSet* methods back into script code. Simplify.Justin Clark-Casey (justincc)2-27/+2
2011-08-05Add regression test for setting phantom status on a scene object. This is ↵Justin Clark-Casey (justincc)3-13/+78
not yet complete.
2011-08-05remove the largely unused copy/pasted HandleAgentRequestSit() methodJustin Clark-Casey (justincc)1-40/+11
2011-08-04if an NPC target is set to a ground location, then automatically land them ↵Justin Clark-Casey (justincc)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.
2011-08-04if an NPC move to target is above the terrain then make it fly to destinationJustin Clark-Casey (justincc)1-7/+19
2011-08-04if a move to target is set underground, constrain it to the terrain heightJustin Clark-Casey (justincc)1-1/+3
2011-08-04move bAllowUpdateMoveToPosition switch outside of HandleMoveToTargetUpdate()Justin Clark-Casey (justincc)1-8/+5
2011-08-04only call move target code in SP.HandleAgentUpdate() if we're actually in ↵Justin Clark-Casey (justincc)1-9/+12
the process of moving to a position
2011-08-04move reset code out of HandleMoveToTargetUpdate() so that we only call it ↵Justin Clark-Casey (justincc)1-16/+12
where needed instead of passing in a flag
2011-08-04Make SIGNIFICANT_MOVEMENT SP constant a top-level property so that other ↵Justin Clark-Casey (justincc)1-5/+7
classes can use it.
2011-08-04When the NPC reaches within the SIGNIFICANT_CLIENT_MOVEMENT distance of the ↵Justin Clark-Casey (justincc)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
2011-08-04extend npc move test to check a second movementJustin Clark-Casey (justincc)1-1/+1
2011-08-04eliminate pre-existing unused SP.StopMovement()Justin Clark-Casey (justincc)1-8/+1
2011-08-04Rename HandleMoveToPositionUpdate() to HandleMoveToTargetUpdate() for ↵Justin Clark-Casey (justincc)1-6/+6
consistency. Improve method doc.
2011-08-04eliminate a reset position flag by using functionally equivalent ↵Justin Clark-Casey (justincc)1-3/+4
DCFlagKeyPressed
2011-08-03Stop calling the SP.ResetMoveToTarget() code if a target is not actually setJustin Clark-Casey (justincc)1-6/+16