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* Fix test failure. Oversight in setting up the tests themselves.Justin Clark-Casey (justincc)2011-09-081-1/+2
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* Centralize module setup for NPC tests.Justin Clark-Casey (justincc)2011-09-081-41/+21
| | | | This is overkill for some tests since they dont' need all the modules, but I think the gain in code readability is worth it
* Remember to set and unset the fire and forget method at the top of the ↵Justin Clark-Casey (justincc)2011-09-081-2/+10
| | | | attachment and npc tests
* Use scene presence agent id for rezzed object ownership rather than item owner.Justin Clark-Casey (justincc)2011-09-081-0/+77
| | | | These should be identical. However, the item isn't available when rezzing npc attachments.
* Stop NPC's getting hypergrid like names in some circumstances.Justin Clark-Casey (justincc)2011-08-191-1/+5
| | | | | 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
* add regression test for osNpcCreate when cloning an in-region avatarJustin Clark-Casey (justincc)2011-08-111-5/+5
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* Get NPCs to revert to the correct 'resting' animation (e.g. stand or hover) ↵Justin Clark-Casey (justincc)2011-08-111-0/+1
| | | | | | 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.
* Add a OS_NPC_LAND_AT_TARGET option to osMoveToTarget()Justin Clark-Casey (justincc)2011-08-101-2/+2
| | | | | | | 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
* early code to allow scripts to force npcs not to fly when moving to targetJustin Clark-Casey (justincc)2011-08-101-2/+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)2011-08-091-1/+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)2011-08-061-2/+2
| | | | This seems to make more sense as we can get SP.ControllingClient
* rename TestHelper => TestHelpers for consistencyJustin Clark-Casey (justincc)2011-08-061-5/+5
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* rename test SceneSetupHelpers -> SceneHelpers for consistencyJustin Clark-Casey (justincc)2011-08-061-6/+6
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* When the NPC reaches within the SIGNIFICANT_CLIENT_MOVEMENT distance of the ↵Justin Clark-Casey (justincc)2011-08-041-0/+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 movementJustin Clark-Casey (justincc)2011-08-041-2/+21
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* remove move to duck walk compensation - no longer required.Justin Clark-Casey (justincc)2011-08-031-1/+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)2011-08-031-1/+1
| | | | INPCModule
* extend move test to check avatar is moving in the right direction after ↵Justin Clark-Casey (justincc)2011-08-031-0/+13
| | | | setting a move target
* extend move test to check one beat of the simulator without actually asking ↵Justin Clark-Casey (justincc)2011-08-031-1/+7
| | | | the npc to move.
* Add passing but incomplete NPC move regression testJustin Clark-Casey (justincc)2011-08-031-47/+25
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* stop avatar service being set up in NPC TestCreate() - it's no longer usedJustin Clark-Casey (justincc)2011-08-031-6/+48
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* enable the NPC module for its regression testJustin Clark-Casey (justincc)2011-08-031-0/+2
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* Get osNpcCreate appearance working with avatars that are currently in the scene.Justin Clark-Casey (justincc)2011-08-011-2/+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)2011-07-021-0/+71
the scene presence exists