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* minor: On "login disable/enable" always tell the user the final login ↵Justin Clark-Casey (justincc)2011-08-121-3/+3
| | | | status, rather than remaining silent if it was already on/off
* When saving appearance, only save the baked textures, not the other face ↵Justin Clark-Casey (justincc)2011-08-121-1/+1
| | | | textures (which are already stored permanently)
* Fix kicking of NPCs via "kick user" console command.Justin Clark-Casey (justincc)2011-08-121-0/+2
| | | | Needed to hook up the Close() function in the NPCAvatar IClientAPI implementation, which [unfortunately] is still needed
* add regression test for osNpcCreate when cloning an in-region avatarJustin Clark-Casey (justincc)2011-08-112-31/+8
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* eliminate the rotation parameter from SP.HandleMoveToTargetUpdate(). This ↵Justin Clark-Casey (justincc)2011-08-111-1/+6
| | | | | | can just use the currently set Rotation looks like I spoke to soon about eliminating jerkiness on "go here"/autopilot. It's still there.
* instead of setting avatar rotation twice in SP.HandleAgentUpdate(), ↵Justin Clark-Casey (justincc)2011-08-111-1/+1
| | | | eliminate the second setting in AddNewMovement()
* Get NPCs to revert to the correct 'resting' animation (e.g. stand or hover) ↵Justin Clark-Casey (justincc)2011-08-112-5/+4
| | | | | | 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)2011-08-103-13/+29
| | | | | | | 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)2011-08-104-6/+6
| | | | | 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.
* Stop trying to deregister caps or close child agents when an NPC is removedJustin Clark-Casey (justincc)2011-08-101-1/+1
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* implement osNpcStopMoveTo() to cancel any current move targetJustin Clark-Casey (justincc)2011-08-101-3/+34
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* When an NPC appearance is loaded, rez the attachments tooJustin Clark-Casey (justincc)2011-08-091-0/+1
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* When an NPC is created, stop telling neighbouring regions to expect a child ↵Justin Clark-Casey (justincc)2011-08-093-15/+5
| | | | 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)2011-08-062-6/+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.