Commit message (Collapse) | Author | Age | Files | Lines | |
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* | early code to allow scripts to force npcs not to fly when moving to target | Justin Clark-Casey (justincc) | 2011-08-10 | 1 | -2/+2 |
| | | | | | 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. | ||||
* | Implement first draft functions for saving and loading NPC appearance from ↵ | Justin Clark-Casey (justincc) | 2011-08-09 | 1 | -1/+1 |
| | | | | | | | | | | 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. | ||||
* | refactor: Change SceneHelpers.AddClient() to AddScenePresence(). | Justin Clark-Casey (justincc) | 2011-08-06 | 1 | -2/+2 |
| | | | | This seems to make more sense as we can get SP.ControllingClient | ||||
* | rename TestHelper => TestHelpers for consistency | Justin Clark-Casey (justincc) | 2011-08-06 | 1 | -5/+5 |
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* | rename test SceneSetupHelpers -> SceneHelpers for consistency | Justin Clark-Casey (justincc) | 2011-08-06 | 1 | -6/+6 |
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* | When the NPC reaches within the SIGNIFICANT_CLIENT_MOVEMENT distance of the ↵ | Justin Clark-Casey (justincc) | 2011-08-04 | 1 | -0/+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 | -2/+21 |
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* | remove move to duck walk compensation - no longer required. | Justin Clark-Casey (justincc) | 2011-08-03 | 1 | -1/+5 |
| | | | | extends npc move to regression test to check stop after sufficient sim updates | ||||
* | rename NPC.Autopilot to NPC.MoveToTarget internally. Add method doc to ↵ | Justin Clark-Casey (justincc) | 2011-08-03 | 1 | -1/+1 |
| | | | | INPCModule | ||||
* | extend move test to check avatar is moving in the right direction after ↵ | Justin Clark-Casey (justincc) | 2011-08-03 | 1 | -0/+13 |
| | | | | setting a move target | ||||
* | extend move test to check one beat of the simulator without actually asking ↵ | Justin Clark-Casey (justincc) | 2011-08-03 | 1 | -1/+7 |
| | | | | the npc to move. | ||||
* | Add passing but incomplete NPC move regression test | Justin Clark-Casey (justincc) | 2011-08-03 | 1 | -47/+25 |
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* | stop avatar service being set up in NPC TestCreate() - it's no longer used | Justin Clark-Casey (justincc) | 2011-08-03 | 1 | -6/+48 |
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* | enable the NPC module for its regression test | Justin Clark-Casey (justincc) | 2011-08-03 | 1 | -0/+2 |
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* | Get osNpcCreate appearance working with avatars that are currently in the scene. | Justin Clark-Casey (justincc) | 2011-08-01 | 1 | -2/+21 |
| | | | | | | 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. | ||||
* | Create a very basic initial test which just creates an 'npc' and tests that ↵ | Justin Clark-Casey (justincc) | 2011-07-02 | 1 | -0/+71 |
the scene presence exists |