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* 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)2011-08-062-6/+6
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* rename test SceneSetupHelpers -> SceneHelpers for consistencyJustin Clark-Casey (justincc)2011-08-062-8/+8
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* 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
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* move bAllowUpdateMoveToPosition switch outside of HandleMoveToTargetUpdate()Justin Clark-Casey (justincc)2011-08-041-1/+1
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* 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
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* 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
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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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* 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)2011-08-033-3/+3
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* enable the NPC module for its regression testJustin Clark-Casey (justincc)2011-08-031-0/+2
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* 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)2011-08-022-2/+1
| | | | 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 libOMVMelanie2011-07-232-2/+2
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* refactor: Move all callers of the obsoleted ↵Justin Clark-Casey (justincc)2011-07-131-2/+2
| | | | SychronousRestObjectPoster.BeginPostObject() to the identical SynchronousRestObjectRequester.MakeRequest()
* Add experimental module to check status of services that the simulator is ↵Justin Clark-Casey (justincc)2011-07-131-0/+119
| | | | | | connected to. Currently disabled.
* Rename SetSculptData() to SetSculptProperties(), since this is what it does ↵Justin Clark-Casey (justincc)2011-07-091-1/+1
| | | | (setting SculptData is done through the property)
* 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)2011-06-292-34/+75
| | | | | | 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!
* Changed actual default values of 'ServiceConnectorModule' and ↵Makopoppo2011-06-243-3/+3
| | | | 'MessagingModule' in [Groups] section in accordance with OpenSim.ini.example descriptions
* Merge branch 'master' of /home/opensim/src/opensimBlueWall2011-06-241-0/+2
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| * RegionReady Module:BlueWall2011-06-241-0/+2
| | | | | | | | Add notification to neighbors when logins are enabled.
* | Tell hypergridders when their teleports fail because of the 4096 limit ↵Justin Clark-Casey (justincc)2011-06-241-4/+4
|/ | | | | | | | | | | rather than just saying "destination not found" Instead of performing the 4096 check when the region is linked (and subsequently removing the link), leave the link in place and perform the check in the entity transfer module This allows us to explicitly tell the hypergridder why the teleport failed (region out of range). It also allows people on regions that are within range (on a large source grid) to teleport. The Check4096 config parameter in the [GridService] section is replaced by a max_distance paramter in a new [EntityTransfer] section in OpenSimDefaults.ini Since the parameter is in OpenSimDefaults.ini no action needs to be taken unless you want to increase this limit. It could also be decreased. The check is being made in the base entity transfer module, since I believe the viewer problem occurs both on extremely large grids and while hypergridding.
* Remove the unmaintained 'CMS' framework, which was really a 'source-control' ↵Justin Clark-Casey (justincc)2011-06-0415-3578/+0
| | | | | | experiment from 2008. This hasn't been touched for about 2 years and I haven't being using it. If this is wrong then please let me know.
* a few minor formatting tweaksJustin Clark-Casey (justincc)2011-06-011-3/+4
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* A final couple of tweaks to GroupsModule.cs. Remove unneeded delegate, and ↵James Stallings aka Hiro Protagonist2011-06-011-9/+22
| | | | prettify codeing style/formatting
* revert the prematurely included groups patch, yet againJustin Clark-Casey (justincc)2011-06-011-22/+5
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* Fill in the new OwnerData field in the LLUDP ScriptDialog message.Justin Clark-Casey (justincc)2011-05-313-7/+24
| | | | | If we don't do this then viewer 2.8 crashes. Resolves http://opensimulator.org/mantis/view.php?id=5510
* revert the patch that accidentally got added in the last commitJustin Clark-Casey (justincc)2011-05-311-22/+5
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* update libomv libraries to 0.9.0Justin Clark-Casey (justincc)2011-05-311-5/+22
| | | | this is a prerequisite to fixing llDialog issues for the latest Linden viewers, since they are now making use of a new OwnerData field in the ScriptDialog message
* Adding an event to signal that logins are enabledBlueWall2011-05-281-11/+76
| | | | Added an event to signal the eabling of logins and added an alert to send to a configured service.
* Add option to disable loginsBlueWall2011-05-281-1/+24
| | | | This just covers script loading for now. More to come.
* improve help information for "appearance show"Justin Clark-Casey (justincc)2011-05-261-2/+3
| | | | at the moment, this just performs a baked avatar check for everybody in the region. If the check returns 'corrupt' then a baked texture is missing and other avatars will continue to see the gas ball.
* Revert "Make client event handlers for money only work on root agents"BlueWall2011-05-241-30/+6
| | | | | | | | This reverts commit a8913141c081202eb1f988901a4ac0988bbd72a2. Pulling this back until some testing under various money modules can be done. Need to be able to make purchases as a child agent.
* Make client event handlers for money only work on root agentsBlueWall2011-05-241-6/+30
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* Get rid of OpenSim.Tests.Common.Setup subpackage in favour of just ↵Justin Clark-Casey (justincc)2011-05-211-1/+0
| | | | OpenSim.Tests.Common instead
* minor: remove mono compiler warningJustin Clark-Casey (justincc)2011-05-211-3/+3
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