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* if an NPC target is set to a ground location, then automatically land them ↵Justin Clark-Casey (justincc)2011-08-042-6/+16
| | | | | | 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)2011-08-042-10/+26
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* minor: remove some mono compiler warningsJustin Clark-Casey (justincc)2011-08-042-4/+4
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* if a move to target is set underground, constrain it to the terrain heightJustin Clark-Casey (justincc)2011-08-041-1/+3
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* move bAllowUpdateMoveToPosition switch outside of HandleMoveToTargetUpdate()Justin Clark-Casey (justincc)2011-08-042-9/+6
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* only call move target code in SP.HandleAgentUpdate() if we're actually in ↵Justin Clark-Casey (justincc)2011-08-041-9/+12
| | | | the process of moving to a position
* move reset code out of HandleMoveToTargetUpdate() so that we only call it ↵Justin Clark-Casey (justincc)2011-08-042-17/+13
| | | | where needed instead of passing in a flag
* Make SIGNIFICANT_MOVEMENT SP constant a top-level property so that other ↵Justin Clark-Casey (justincc)2011-08-042-6/+8
| | | | classes can use it.
* When the NPC reaches within the SIGNIFICANT_CLIENT_MOVEMENT distance of the ↵Justin Clark-Casey (justincc)2011-08-043-3/+7
| | | | | | | 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)2011-08-042-3/+22
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* eliminate pre-existing unused SP.StopMovement()Justin Clark-Casey (justincc)2011-08-041-8/+1
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* Rename HandleMoveToPositionUpdate() to HandleMoveToTargetUpdate() for ↵Justin Clark-Casey (justincc)2011-08-042-7/+7
| | | | consistency. Improve method doc.
* eliminate a reset position flag by using functionally equivalent ↵Justin Clark-Casey (justincc)2011-08-041-3/+4
| | | | DCFlagKeyPressed
* Stop calling the SP.ResetMoveToTarget() code if a target is not actually setJustin Clark-Casey (justincc)2011-08-031-6/+16
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* remove move to duck walk compensation - no longer required.Justin Clark-Casey (justincc)2011-08-032-13/+17
| | | | 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)2011-08-034-4/+34
| | | | 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)2011-08-032-5/+15
| | | | 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)2011-08-033-39/+15
| | | | consistent with terminology used by scene object part and elsewhere
* get rid of vestigal move to parametersJustin Clark-Casey (justincc)2011-08-037-37/+24
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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)2011-08-034-67/+109
| | | | | | 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.
* Improve z axis move to/autopilot so the avatar does alternative ↵Justin Clark-Casey (justincc)2011-08-032-12/+30
| | | | | | crouch/huzzah when walking along the ground Moving a flying avatar to a ground point doesn't yet land the avatar. This may or may not be the best thing
* Implement move to/autopilot for z axis movement as well.Justin Clark-Casey (justincc)2011-08-032-17/+40
| | | | This is jerky (an artifact of the way it's being done, I think), but it's better than on implementation.
* get autopilot/go here to work immediately.Justin Clark-Casey (justincc)2011-08-031-3/+7
| | | | This works with viewer 1.23.5 and so in theory should work with libopenmetaverse.
* refactor: Move update_movement_flag and the final check inside the ↵Justin Clark-Casey (justincc)2011-08-031-5/+5
| | | | m_allowMovement if in HandleAgentUpdate() since it's logically only ever used there
* refactor: move out code from HandleAgentUpdate() which processes updates to ↵Justin Clark-Casey (justincc)2011-08-031-98/+116
| | | | | | move to a set position Also comment out the really spammy log message I accidentally left in on the last commit.
* Fix Flotsam cache so it will use the disk cache if the memory cache is enabledRobert Adams2011-08-021-2/+2
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* Partially fix autopilot/go hereJustin Clark-Casey (justincc)2011-08-026-118/+98
| | | | | | | 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.
* remove ancient late 2008 cruft that handles the situation where the ↵Justin Clark-Casey (justincc)2011-08-021-10/+1
| | | | | | GetRegionsByName used to not be implemented/returned null. It's impossible that anybody is still running this since the infrastructure has changed massively since that time.
* Change GridService.GetRegionByName() to only return info if there is an ↵Justin Clark-Casey (justincc)2011-08-021-2/+5
| | | | | | | exact region name match, unlike GetRegionsByName() This should fix the first part of http://opensimulator.org/mantis/view.php?id=5606, and maybe 5605. Thanks to Melanie for helping with this.
* Get rid of AvatarAppearance.Owner to simplify the code.Justin Clark-Casey (justincc)2011-08-024-6/+5
| | | | 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)2011-08-014-9/+52
| | | | | | 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.
* Move common gemo/agent map name code into CreateGeom()Justin Clark-Casey (justincc)2011-08-011-11/+5
| | | | Fix build break.
* Instead of preserving old name in geom_name_map in change size or shape, use ↵Justin Clark-Casey (justincc)2011-08-011-7/+3
| | | | | | the Name property instead. This is equivalent since the prim 'name' is never changed. In fact, this propery is never used for prims
* comment out unused code in OdeScene.TriCallback()Justin Clark-Casey (justincc)2011-08-011-12/+12
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* On geom removal, remove the name from the OdeScene.geom_name_map tooJustin Clark-Casey (justincc)2011-08-011-0/+1
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* remove the unused ODEPrim.prev_geom fieldJustin Clark-Casey (justincc)2011-08-011-3/+0
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* When an ODE geom is removed (as when a non-phantom prim is deleted, resized ↵Justin Clark-Casey (justincc)2011-08-011-0/+2
| | | | | | or shape changed, also remove the OdeScene.actor_name_map entry pointing to the phys actor This is to stop a small memory leak over time when prims are deleted or phantom-toggled
* refactor: centralize prim geom removal code from four places to oneJustin Clark-Casey (justincc)2011-08-013-43/+48
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* minor: add note to RemovePrimThreadLocked() to the effect that it contrary ↵Justin Clark-Casey (justincc)2011-08-012-1/+4
| | | | to the summary, it is being called from within Simulate() lock (OdeLock)
* If a prim changes size or shape, add actor to _parent_scene.actor_name_map ↵Justin Clark-Casey (justincc)2011-08-011-1/+4
| | | | | | | | with new prim_geom key, as the old one becomes invalid. This resolves http://opensimulator.org/mantis/view.php?id=5603 where changing size or shape would stop collision_start being fired in a running script. In both this and existing code we are not removing old actors from actor_name_map when the existing prim_geom is removed, which leads to a small memory leak over time. This needs to be fixed.
* minor: indentation correctionJustin Clark-Casey (justincc)2011-08-011-17/+13
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* Comment out SOP logging message I accidentally left inJustin Clark-Casey (justincc)2011-07-311-1/+1
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* refactor: split out ninja joint part of SOP.DoPhysicsPropertyUpdate() so ↵Justin Clark-Casey (justincc)2011-07-311-71/+86
| | | | that we don't have to look at it if it's not relevant
* Remove _mesh field since the mesh data no longer needs to be stored after ↵Justin Clark-Casey (justincc)2011-07-311-49/+16
| | | | | | it's initially used. This may improve memory usage for regions using mesh and sculpts, though I suspect that it doesn't address the current memory leak.
* refactor: Remove argument to pass in an initial mesh to OdePrim since this ↵Justin Clark-Casey (justincc)2011-07-312-27/+5
| | | | | | is no longer required and it prevents removal of the _mesh field (which is only used temporarily) If passing in a mesh becomes important again in the future then this can be reinstated.