| Commit message (Collapse) | Author | Age | Files | Lines |
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Curiously, a Vector3.ToString() will not display the last two places of the float. In this case, the failure of
the assertion would confusingly report Expected: <0, 0, 0.8454993> But was: <0, 0, 0.8454993> when actual Z figure is 0.845499337
Should fully address http://opensimulator.org/mantis/view.php?id=5779
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packet per prim. More to come as we change to make use of this.
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This is to partially address http://opensimulator.org/mantis/view.php?id=5769
We don't need to call SP.HandleAgentSit() again if we are within 10m since the autopilot won't trigger.
By calling it twice, the position of the sitting NPC was wrongly adjusted, ending up near <0,0,0>.
However, this change does mean that NPCs further than 10m away will not attempt to autopilot to the prim, though this code was broken anyway (is actually a different mechanism to normal NPC movmeent).
Hopefully this can be addressed soon.
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CreateNotecardAsset()
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scene presence by client ID.
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without a getter
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Allows you to stand an NPC that has sat.
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Format is osNpcSit(<npc-uuid>, <target-uuid>, OS_NPC_SIT_IMMEDIATE)
e.g. osNpcSit(npc, llGetKey(), OS_NPC_SIT_IMMEDIATE);
At the moment, sit only succeeds if the part has a sit target set.
NPC immediately sits on the target even if miles away - they do not walk up to it.
This method is in development - it may change so please don't trust it yet.
Standing will follow shortly since that's kind of important once you're sitting :)
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sends entity updates (including presence ones), not just prims.
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converted back and forth between ScenePresence and IClientAPI. More to be done still.
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This is moved into ScenePresence for now as a general facility
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used by Autopilot coming from the client side.
I thought that I had implemented this but must have accidentally removed it.
Adds a regression test to detect if this happens again.
Temporarily disables automatic landing of NPC at a target. Will be fixed presently.
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This stops the npc walking backwards if the target is directly behind.
This means that the npc no longer returns to its original rotation once movement has finished.
If you want this behaviour, please store and reset the original rotation after movement.
This is somewhat to address http://opensimulator.org/mantis/view.php?id=5678
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This is overkill for some tests since they dont' need all the modules, but I think the gain in code readability is worth it
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attachment and npc tests
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These should be identical. However, the item isn't available when rezzing npc attachments.
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The approach here, as in other parts of OpenSim, is to return a copy of the list rather than the attachments list itself
This prevents callers from forgetting to lock the list when they read it, as was happening in various parts of the codebase.
It also improves liveness.
This might improve attachment anomolies when performing region crossings.
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This adds an incomplete IScenePresence to match ISceneEntity
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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
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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
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previous attachments from the scene.
Addresses http://opensimulator.org/mantis/view.php?id=5636
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status, rather than remaining silent if it was already on/off
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textures (which are already stored permanently)
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Needed to hook up the Close() function in the NPCAvatar IClientAPI implementation, which [unfortunately] is still needed
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can just use the currently set Rotation
looks like I spoke to soon about eliminating jerkiness on "go here"/autopilot. It's still there.
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eliminate the second setting in AddNewMovement()
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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.
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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
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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.
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agent
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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.
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This seems to make more sense as we can get SP.ControllingClient
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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.
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where needed instead of passing in a flag
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classes can use it.
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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
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