| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
| |
Default is disabled. You will need to explicitly enable to toy with this.
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
|
| |
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.
|
|
|
|
| |
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.
|
|
|
|
|
|
| |
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.
|
| |
|
|
|
|
| |
the scene presence exists
|
|
|
|
|
|
| |
indirectly via a timer
no obvious reason for doing this asynchonously, especially as the caller was sleeping in order to pick up the response anyway!
|
|
|
|
|
|
| |
This now creates an avatar but appearance is always cloudy.
Move doesn't work.
Really, creating an NPC should only involve a ScenePresence rather than doing anything with IClientAPI, since an NPC has no viewer to communicate with!
|
|
|
|
|
| |
If we don't do this then viewer 2.8 crashes.
Resolves http://opensimulator.org/mantis/view.php?id=5510
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
|
| |
http://opensimulator.org/mantis/view.php?id=5440 )
Fixing everything here (I think) except the per-region config. That's next.
|
|
|
|
|
|
|
| |
We want to execute the (optional) user script after I/O is done on the oar.
I wasn't aware that ArchiveRegion is asynchronous -- now I am.
Should fully resolve comment 0018290 at
http://opensimulator.org/mantis/view.php?id=5440
|
|\ |
|
| |
| |
| |
| |
| |
| |
| |
| | |
to the entity update queue. The number of property packets can
become significant when selecting/deselecting large numbers of
objects.
This is experimental code.
|
| | |
|
| |
| |
| |
| | |
http://opensimulator.org/mantis/view.php?id=5440
|
| | |
|
| | |
|
| | |
|
| | |
|
|\ \
| |/ |
|
| |
| |
| |
| |
| |
| |
| | |
counts populated by LandManagementModule.
In order to pass ILandObject into IClientAPI.SendLandProperties(), had to push ILandObject and IPrimCounts into OpenSim.Framework from OpenSim.Region.Framework.Interfaces, in order to avoid ci
Counts are showing odd behaviour at the moment, this will be addressed shortly.
|
| |
| |
| |
| | |
Our impl of IRegionModuleBase.RemoveRegion didn't remove the scene from the states map.
|
| | |
|
| |
| |
| |
| |
| | |
Use a boolean flag to tell timers that fire after IRegionModuleBase.Close() is called that they should not execute.
Also, I used MonoDevelop's auto-formatting feature to format the code uniformly. No guarantee about variable names though.
|
| |
| |
| |
| | |
It seems to do something! Heuristics are still TODO, but this is alpha 1.
|
| | |
|
| | |
|
| | |
|
| | |
|
| |
| |
| |
| | |
Note that the way we specify settings has changed significantly here.
|
| | |
|
| | |
|
| | |
|
| | |
|
| | |
|
| |
| |
| |
| | |
(for easy configuration)
|
| | |
|
|/ |
|
| |
|
| |
|
|
|
|
|
|
| |
* Adds an item that checks to see if the top request has been there for longer then 30 seconds without an update and sends an AbortXfer if it encounters one. This allows the client to cancel the Xfer on it's side so you can re-select the prim and get the inventory when it fails the first time.
* Some interesting locking... Using NewFiles to lock the rest of them. We'll see how that goes.
* The goal of this is to ensure that Xfers are restartable when they fail. The client will not do that on it's own.
|
|\ |
|
| | |
|
|/
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
AvatarService -- add two new methods, GetAppearance and SetAppearance
to get around the lossy encoding in AvatarData. Preseve the old
functions to avoid changing the behavior for ROBUST services.
AvatarAppearance -- major refactor, moved the various encoding
methods used by AgentCircuitData, ClientAgentUpdate and
ScenePresence into one location. Changed initialization.
AvatarAttachments -- added a class specifically to handle
attachments in preparation for additional functionality
that will be needed for viewer 2.
AvatarFactory -- removed a number of unused or methods duplicated
in other locations. Moved in all appearance event handling from
ScenePresence. Required a change to IClientAPI that propogated
throughout all the IClientAPI implementations.
|
|
|
|
| |
functional
|