aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/OptionalModules/World (follow)
Commit message (Collapse)AuthorAgeFilesLines
* When an NPC appearance is loaded, rez the attachments tooJustin Clark-Casey (justincc)2011-08-091-0/+1
|
* When an NPC is created, stop telling neighbouring regions to expect a child ↵Justin Clark-Casey (justincc)2011-08-092-13/+3
| | | | agent
* Implement first draft functions for saving and loading NPC appearance from ↵Justin Clark-Casey (justincc)2011-08-092-1/+30
| | | | | | | | | | 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
|
* rename test SceneSetupHelpers -> SceneHelpers for consistencyJustin Clark-Casey (justincc)2011-08-061-6/+6
|
* if an NPC target is set to a ground location, then automatically land them ↵Justin Clark-Casey (justincc)2011-08-041-1/+12
| | | | | | 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.
* if an NPC move to target is above the terrain then make it fly to destinationJustin Clark-Casey (justincc)2011-08-041-3/+7
|
* move bAllowUpdateMoveToPosition switch outside of HandleMoveToTargetUpdate()Justin Clark-Casey (justincc)2011-08-041-1/+1
|
* move reset code out of HandleMoveToTargetUpdate() so that we only call it ↵Justin Clark-Casey (justincc)2011-08-041-1/+1
| | | | where needed instead of passing in a flag
* Make SIGNIFICANT_MOVEMENT SP constant a top-level property so that other ↵Justin Clark-Casey (justincc)2011-08-041-1/+1
| | | | classes can use it.
* When the NPC reaches within the SIGNIFICANT_CLIENT_MOVEMENT distance of the ↵Justin Clark-Casey (justincc)2011-08-042-2/+5
| | | | | | | 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
|
* Rename HandleMoveToPositionUpdate() to HandleMoveToTargetUpdate() for ↵Justin Clark-Casey (justincc)2011-08-041-1/+1
| | | | consistency. Improve method doc.
* 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)2011-08-032-2/+2
| | | | 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
|
* stop avatar service being set up in NPC TestCreate() - it's no longer usedJustin Clark-Casey (justincc)2011-08-031-6/+48
|
* refactor: rename the move to position methods to move to target to be ↵Justin Clark-Casey (justincc)2011-08-031-3/+3
| | | | consistent with terminology used by scene object part and elsewhere
* get rid of vestigal move to parametersJustin Clark-Casey (justincc)2011-08-032-2/+2
|
* enable the NPC module for its regression testJustin Clark-Casey (justincc)2011-08-031-0/+2
|
* Put config to enable disable [NPC] module.Justin Clark-Casey (justincc)2011-08-031-4/+7
| | | | Default is disabled. You will need to explicitly enable to toy with this.
* Do a partial fix/implementation of OSSL osNpcMoveTo()Justin Clark-Casey (justincc)2011-08-031-11/+48
| | | | | | 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.
* Partially fix autopilot/go hereJustin Clark-Casey (justincc)2011-08-022-1/+11
| | | | | | | 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.
* Get rid of AvatarAppearance.Owner to simplify the code.Justin Clark-Casey (justincc)2011-08-021-1/+0
| | | | 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.
* Get osNpcCreate appearance working with avatars that are currently in the scene.Justin Clark-Casey (justincc)2011-08-012-7/+41
| | | | | | 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.
* Fix LLTextBox to work with the updated libOMVMelanie2011-07-231-1/+1
|
* Create a very basic initial test which just creates an 'npc' and tests that ↵Justin Clark-Casey (justincc)2011-07-022-2/+72
| | | | the scene presence exists
* refactor: simplify existing npc code by creating them directly rather than ↵Justin Clark-Casey (justincc)2011-07-021-102/+37
| | | | | | 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!
* Hack around with the NPC module to get osNpcCreate() partially working again.Justin Clark-Casey (justincc)2011-06-291-33/+74
| | | | | | 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!
* Fill in the new OwnerData field in the LLUDP ScriptDialog message.Justin Clark-Casey (justincc)2011-05-311-1/+1
| | | | | If we don't do this then viewer 2.8 crashes. Resolves http://opensimulator.org/mantis/view.php?id=5510
* minor: remove mono compiler warningJustin Clark-Casey (justincc)2011-05-211-3/+3
|
* convert tabs to spacesJustin Clark-Casey (justincc)2011-05-171-2/+2
|
* Fixup documentation for AutoBackupModule.Kim King2011-05-171-7/+4
|
* AutoBackupModule: Implement per-region settings in Regions.ini.Sean McNamara2011-05-021-105/+186
|
* First pass at fixing justincc's feedback v2 ( ↵Sean McNamara2011-05-022-768/+868
| | | | | | http://opensimulator.org/mantis/view.php?id=5440 ) Fixing everything here (I think) except the per-region config. That's next.
* Wait for OnOarFileSaved event callback before executing scriptSean McNamara2011-04-262-8/+29
| | | | | | | 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
* Merge git://opensimulator.org/git/opensimSean McNamara2011-04-231-9/+3
|\
| * First pass at moving object property requests into a queue similarMic Bowman2011-04-121-9/+3
| | | | | | | | | | | | | | | | to the entity update queue. The number of property packets can become significant when selecting/deselecting large numbers of objects. This is experimental code.
* | AutoBackup: Removed unneeded imports.Sean McNamara2011-04-231-1/+0
| |
* | Fix most issues raised by justincc: ↵Sean McNamara2011-04-232-764/+854
| | | | | | | | http://opensimulator.org/mantis/view.php?id=5440
* | Fixup the global defaults config parsing code.Sean McNamara2011-04-121-15/+25
| |
* | Fix NREs harder.Sean McNamara2011-04-111-16/+23
| |
* | Fix some NREs on certain paths.Sean McNamara2011-04-111-6/+22
| |
* | AutoBackup: Support region-independent settings too.Sean McNamara2011-04-111-57/+175
| |
* | Merge git://opensimulator.org/git/opensimSean McNamara2011-04-101-1/+1
|\ \ | |/
| * Start using IPrimCounts populated by PrimCountModule instead of LandData ↵Justin Clark-Casey (justincc)2011-03-251-1/+1
| | | | | | | | | | | | | | 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.
* | Fix small bug with remove region; update settings docs.Sean McNamara2011-02-281-6/+8
| | | | | | | | Our impl of IRegionModuleBase.RemoveRegion didn't remove the scene from the states map.