UbitUmarov
b574d43c5d
Use presence absolute position to request raycast to camera. Used m_pos maybe a sitting offset. For reasons i don't understand that also seems to crash ode more when i let this rays colide with heighmaps (ubitODE with normal ode lib).
2012-04-13 20:34:56 +01:00
UbitUmarov
5da77e047a
don't do Animator.UpdateMovementAnimations() in scenepresence RegionHeartbeatEnd if agent is sitting. Also restore Velocity in teleportWithMomentum()
2012-04-13 17:50:03 +01:00
Melanie
fe65b51876
Merge branch 'master' into careminster
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Conflicts:
OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
2012-04-13 03:00:48 +01:00
Talun
08e509978d
Mantis 55025 Implement script time.
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Signed-off-by: nebadon <michael@osgrid.org>
2012-04-12 18:44:00 -07:00
Melanie
67d4f1d66c
Merge branch 'master' into careminster
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Conflicts:
OpenSim/Region/Framework/Interfaces/IScriptModule.cs
OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
2012-04-09 21:40:03 +01:00
Talun
78c0028179
Mantis5502 implementation of some of the new constants
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Signed-off-by: Melanie <melanie@t-data.com>
2012-04-09 21:25:22 +01:00
Melanie
b39de2425c
Merge branch 'master' into careminster
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Conflicts:
OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
OpenSim/Region/CoreModules/World/Land/LandObject.cs
OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
2012-04-07 04:52:14 +01:00
Justin Clark-Casey (justincc)
f2903db390
For llGetMass(), return the mass of the avatar is the object is attached.
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As per http://lslwiki.net/lslwiki/wakka.php?wakka=llGetMass
This is the mass as used by the physics engine (ODE or Bullet).
2012-04-06 21:14:19 +01:00
Diva Canto
51dc1e709c
HG 2.0: added the beginning of HGSuitcaseInventoryService. Plus moved the hack away from ScenePresence. This is better but it still doesn't restore the inventory upon arrival.
2012-03-28 15:01:37 -07:00
Melanie
7dad1ded2e
Merge branch 'master' into careminster
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Conflicts:
OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs
2012-03-29 00:27:35 +01:00
Melanie
e73023b90b
Merge branch 'master' into careminster
2012-03-28 04:45:05 +01:00
Diva Canto
af96b99356
More on switching the root folder from under the viewer. More experiments.
2012-03-27 20:36:54 -07:00
Melanie
ade164667f
Make anims way more snappy. Decouple SP animation handling from physics frame
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time.
2012-03-23 03:16:07 +01:00
Melanie
3381899481
Merge branch 'master' into careminster
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Conflicts:
OpenSim/Region/CoreModules/World/Land/LandObject.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
2012-03-22 20:38:49 +00:00
Justin Clark-Casey (justincc)
ab243f4a57
Incorporate scene teleporting debugging into "debug scene teleport true|false" command
2012-03-21 01:13:44 +00:00
Melanie
35c3124c3b
Merge branch 'master' into careminster
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Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
2012-03-20 23:39:02 +00:00
nebadon
bd1f848bf6
slight increase in jump power to make running jump slightly better.
2012-03-20 14:17:15 -07:00
Melanie
fdd4d787a4
Merge branch 'master' into careminster
2012-03-20 20:48:55 +00:00
nebadon
9ed3532c1b
reduce avatar verticle jump from the absurd 5 meter jump to a less
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absurd 3m vertical jump to better match what you would see in Second
Life and be more in line with what users would expect.
2012-03-20 13:45:38 -07:00
Justin Clark-Casey (justincc)
205c36d3a4
Get rid of unnecessary ParentID == 0 check on SP.Get_AbsolutePosition since this is handled by the necessary ParentPart check
2012-03-09 02:44:08 +00:00
Justin Clark-Casey (justincc)
94e58ff6b9
Use SP.ParentPart instead of ParentID in places where it's more efficient (saving extra null checks, etc.)
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However, it looks like we should retain SP.ParentID since it's much easier to use that in places where another thread could change ParentPart to null.
Otherwise one has to clumsily put ParentPart in a reference, etc. to avoid a race.
2012-03-09 02:38:11 +00:00
Justin Clark-Casey (justincc)
b454326273
refactor: cleanup SP.HandleAgentSit so that everything is done within one if (part != null), rather than having unnecessary multiple checks
2012-03-09 02:33:48 +00:00
Justin Clark-Casey (justincc)
73c47f7205
Remove a race condition from SP.Set_AbsolutePosition where we assume the ParentPart is still not null if the ParentID != 0
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Another thread could come in and stand the avatar between those two instructions.
2012-03-09 02:22:22 +00:00
Melanie
dc5f831ca8
Merge branch 'master' into careminster
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Conflicts:
OpenSim/Region/Framework/Scenes/ScenePresence.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
2012-03-09 02:39:14 +00:00
Melanie
675d40357c
Hold a ref to the prim we're sat on rather than querying scene each time
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the check for significant is carried out. Prevents a deadlock condition.
2012-03-08 19:14:34 +00:00
Melanie
3089344114
Merge branch 'master' of ssh://melanie@3dhosting.de/var/git/careminster into careminster
2012-03-08 19:09:11 +00:00
Melanie
b8c27252c1
Hold a ref to the prim we're sat on rather than querying scene each time
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the check for significant is carried out. Prevents a deadlock condition.
2012-03-08 18:31:58 +01:00
Melanie
1f32730798
Merge branch 'master' into careminster
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Conflicts:
OpenSim/Framework/Servers/VersionInfo.cs
OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
OpenSim/Region/Framework/Scenes/ScenePresence.cs
2012-03-03 09:58:57 +00:00
Dan Lake
8d249f8456
ScenePresence line endings and fix AllowMovement default to true.
2012-03-02 09:19:13 -08:00
Dan Lake
e8779cd9e5
In ScenePresence, removed several private variables used to store public parameters. They were only used by the get/set and make code harder to refactor.
2012-03-01 19:22:05 -08:00
Melanie
5eb1679367
Delay the sending of the initial werables update until the inventory and
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VFS in the viewer are ready. We're much faster than SL and that exposes this
race condition. Also reinstate the extra avatar data send on login
2012-02-25 12:25:16 +01:00
Melanie
991826ca76
Try not to send the avatar updates on login. This may mean loggin in with
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invisible attachments again but could help the appearance issues.
2012-02-24 19:31:27 +01:00
Melanie
daf58575f8
Partially apply the core banlines fix
2012-02-23 23:05:04 +00:00
Justin Clark-Casey (justincc)
90ea00a109
Try to resolve some problems with viewers crashing after hitting parcel banlines or freezing on the banline.
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This involves
1) On forcible teleport, call m_scene.RequestTeleportLocation() rather than ScenePresence.Teleport() - only EntityTransferModule now should call SP.Teleport()
2) When avatar is being forcibly moved due to banlines, use a 'stop movement' tolerance of 0.2 to requested position rather than 1
This prevents the avatar sometimes being stuck to banlines until they teleport somewhere else.
This aims to fix some problems in http://opensimulator.org/mantis/view.php?id=5822
2012-02-23 22:56:42 +00:00
Melanie
f3ea2bde61
Fix preserving the animation state of a crossing seated avatar
2012-02-23 20:32:35 +01:00
Melanie
dc835717d6
Properly sequence updates of avatars and attachments so that we don't
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update attachments on child avatars or intermingle agent and attachment
updates, which would render the root prim of huds invisible
2012-02-23 14:08:35 +01:00
Melanie
f1a76195ea
Merge branch 'master' into careminster
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Conflicts:
OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
2012-02-23 01:49:14 +00:00
Melanie
1dfc990264
Add a position parameter to region crossing of objects. This avoids the
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potential bad update that places an object at the opposite side of the
origin sim for a moment before actually crossing it. Especially important in
grids like OSG where lag between sims is high.
2012-02-23 01:40:30 +00:00
Melanie
1e1270166f
Adjust sit target and the llSetLinkPrimitiveParams sit position hack
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to match SL.
2012-02-22 20:40:44 +01:00
Melanie
3b2900e884
Merge branch 'master' into careminster
2012-02-20 19:48:28 +00:00
Diva Canto
b489c85226
Amend to last commit. This should have been committed too.
2012-02-19 15:37:37 -08:00
Diva Canto
20c65ac438
A few more tweaks on position updates and create child agents. Mono hates concurrent uses of the same TCP connection, and even of the connections to the same server. So let's stop doing it. This patch makes movement much smoother when there are lots of neighbours.
2012-02-19 12:28:07 -08:00
Melanie
77575ec51b
Merge branch 'master' of ssh://3dhosting.de/var/git/careminster
2012-02-19 20:36:26 +01:00
Melanie
756baff86a
Merge branch 'master' into careminster
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Conflicts:
OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
2012-02-19 21:14:18 +00:00
UbitUmarov
04279e36d1
Merge branch 'master' of ssh://3dhosting.de/var/git/careminster into ubitwork
2012-02-15 03:51:30 +00:00
Melanie
7be9ba5564
Merge branch 'master' of ssh://melanie@3dhosting.de/var/git/careminster into careminster
2012-02-15 01:11:35 +00:00
Melanie
272ba5a741
Merge branch 'master' into careminster
2012-02-15 01:11:17 +00:00
Melanie
2d3381b795
Implement region crossing of sitting avatars. Edit mode and llSetPos work
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but unscripted default sit anim is lost. Still some Gfx glitching. Physical
crossing doesn't work yet.
2012-02-14 23:16:20 +01:00
UbitUmarov
09f6647aa3
scenepresence change! in standup() give avatar a physical actor after deciding the new position. This reduces a bit the odds of it being still coliding with object.
2012-02-11 17:48:49 +00:00
Justin Clark-Casey (justincc)
e7fd732209
Make ScenePresence.MovementFlag a private only settable value to reduce complexity of code analysis
2012-02-11 00:10:59 +00:00
Melanie
a0206e5a17
Comment debug spam
2012-01-30 22:30:20 +01:00
Melanie
855d3a3ba5
Teleport routing, part 1
2012-01-24 04:06:37 +00:00
Melanie
0369d21917
Add teleport routing, first part
2012-01-24 03:13:44 +01:00
Melanie
b14a6acd2f
Merge branch 'master' into careminster
2012-01-16 23:08:47 +00:00
Justin Clark-Casey (justincc)
59a0c50d48
Comment out noisy log lines I accidentally included in the nant build target adjustment commit.
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Left in the method doc.
2012-01-16 23:04:08 +00:00
Justin Clark-Casey (justincc)
82ad9d4e04
Remove monocov and other obsolete nant build targets.
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monocov was a code coverage attempt 3 years ago which no longer works.
other removed targets have been commented out or unused for a very long time
2012-01-16 22:58:58 +00:00
Melanie
a4c2e7f599
Merge branch 'master' into careminster
2012-01-10 20:34:43 +00:00
Diva Canto
7b84942f86
HG landing points: this hopefully fixes some confusion that was making HG avies always land in 0,0
2012-01-10 11:10:47 -08:00
Melanie
1cc685e820
Merge branch 'master' into careminster
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Conflicts:
OpenSim/Region/Framework/Scenes/ScenePresence.cs
2012-01-10 18:33:32 +00:00
BlueWall
707c8c6f2b
Add some run-time debugging support
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Add configuration option - DEBUG to enable debugging methods. This is temporary for helping users testing teleport routing be able to report back the data with the test cases. We can remove when finished with this, or leave it if it proves to be useful.
Users: set DEBUG = true in OpenSim.ini to get more information from teleport routing. The default is false. It presently prints the TeleportFlags value.
2012-01-09 18:19:55 -05:00
BlueWall
b3a12167d6
Use our TeleportFlags
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Switch to our TeleportFlags enum instead of LibOMV because we need to define a type for HG Logins. Also moved some debugging in ScenePresence into a function to make it simpler to enable/disable.
2012-01-09 17:54:35 -05:00
BlueWall
95345521f0
TP Routing debug
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Fix test to checking against bitfield instead of int
2012-01-09 17:04:34 -05:00
BlueWall
3640afdd95
Fix teleport routing for incoming HG+Owner
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Incoming HG owner/estate manager, etc. is routed according to the rules defined for teleports within the local grid. Left some commented debugging code inside so we can test other cases. Will remove when tings are settled in.
2012-01-09 14:31:22 -05:00
Melanie
bc08cc201b
Merge branch 'master' into careminster
2012-01-09 19:22:06 +00:00
BlueWall
43145c7f67
Debugging HG teleport routing
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Add some temporary debugging to the teleport routing to get a better view of what happens when HG jumps are made.
2012-01-09 13:07:02 -05:00
Melanie
520b8b342e
Merge branch 'master' into careminster
2012-01-09 06:52:46 +00:00
BlueWall
34c42cdab0
Fix HG teleport routing
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Needed to breakout the ViaHGLogin check to it's own section. For some reason it would not factor in when combined with the other teleport flag types.
2012-01-09 01:37:28 -05:00
Melanie
0e855fea7c
Fix a build break
2012-01-09 01:05:19 +00:00
Melanie
1ebd79e413
Add the HG case to landing point checks
2012-01-09 00:54:59 +00:00
Melanie
d5c5bbe0a1
Update teleport routing to match Avination
2012-01-08 23:38:43 +00:00
Melanie
44cde8d5c6
Update teleport routing to match Avination
2012-01-08 23:36:49 +00:00
BlueWall
266167f5a3
Fix teleport routing
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Route non-owner avatars according to land settings
2012-01-08 17:41:47 -05:00
Melanie
4bf2e19898
Merge branch 'master' into careminster
2012-01-07 18:11:21 +00:00
Justin Clark-Casey (justincc)
c5c079f6aa
Fix bug where tapping home to stop falling would stop any avatar movement other than falling again.
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Addresses http://opensimulator.org/mantis/view.php?id=5839
2012-01-07 00:17:40 +00:00
Melanie
1ebc9d04aa
Merge branch 'master' into careminster
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Conflicts:
OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
2012-01-05 08:15:33 +00:00
Justin Clark-Casey (justincc)
983b49c0c8
commented out "Prevented flyoff" log message for now as this becomes problematic with bot testing.
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Please uncomment if still needed.
2012-01-03 18:25:31 +00:00
Melanie
5b28e29530
Fix camera orientation for sit targets to use the prim actually sat on.
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Now SL compatible.
2011-12-24 01:40:58 +01:00
Melanie
b72dd852b7
Merge branch 'master' into careminster
2011-12-22 16:58:38 +00:00
Melanie
7f527814d5
And a typo fix
2011-12-22 16:57:49 +00:00
Melanie
66a0471efa
Merge branch 'master' into careminster
2011-12-22 16:52:14 +00:00
Melanie
6412349dec
Add a few comments, correct a merge artefact
2011-12-22 16:51:51 +00:00
Melanie
2347593dac
Harmonizing SP with Avination
2011-12-22 16:48:52 +00:00
Melanie
b970d4f976
Merge branch 'master' into careminster
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Conflicts:
OpenSim/Region/Framework/Scenes/ScenePresence.cs
2011-12-22 16:37:25 +00:00
Diva Canto
219ec7ef20
Fixing a bug introduced yesterday. This put the precondition test inside CheckForBorderCrossing the right way.
2011-12-22 08:18:03 -08:00
Diva Canto
bb0c6a498b
Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
2011-12-21 15:17:44 -08:00
Diva Canto
ddff2f246c
Moved an external test into the method that uses those preconditions.
2011-12-21 15:17:26 -08:00
Melanie
ca6113a4d5
Merge branch 'master' into careminster
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Conflicts:
OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
2011-12-20 21:51:43 +00:00
Justin Clark-Casey (justincc)
fa0a71253f
Though the viewer warns about receiving this, not sending appears to break baked texture caching when crossing region boundaries.
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Needs further investigation.
Revert "Stop sending the viewer its own AvatarAppearance packet."
This reverts commit 92039f295d
.
2011-12-20 18:54:15 +00:00
Diva Canto
dd69c9fd20
Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
2011-12-20 09:53:05 -08:00
Melanie
efa4284391
Merge branch 'master' into careminster
2011-12-19 21:30:57 +00:00
Justin Clark-Casey (justincc)
92039f295d
Stop sending the viewer its own AvatarAppearance packet.
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The viewer warns in the log if it receives this.
Stopping this doesn't appear to have adverse effects on viewer 1 or viewer 3 - the viewer gets its own appearance from body parts/clothes and self-baked textures.
2011-12-19 20:13:48 +00:00
Justin Clark-Casey (justincc)
0b91ec8dd2
Migrate detailed "appearance show" report generation up to AvatarFactoryModule from AppearanceInfoModule so that it can be used in debug (inactive).
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Further filters "debug packet <level>" to exclused [Request]ObjectPropertiesFamily if level is below 25.
Adjust some method doc
Minor changes to some logging messages.
2011-12-19 18:58:05 +00:00
Melanie
759f1d2dbe
Merge branch 'master' into careminster
2011-12-18 10:49:45 +00:00
Diva Canto
964ec57ffe
Changed the async approach on close child agents. This may improve crossings a little bit.
2011-12-16 17:24:50 -08:00
Justin Clark-Casey (justincc)
a3a17e929e
Stop generating client flags when we send out full object updates.
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These were entirely unused.
2011-12-16 23:20:12 +00:00
Diva Canto
3bf699ad36
No functional changes. Changed the prefix of that log message [CONNECTION BEGIN] to [SCENE] because that's where the message happens.
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Also changed the instantiation of a vector object to be done only once instead of every time we receive a position update.
2011-12-16 08:59:33 -08:00
Justin Clark-Casey (justincc)
c0ba99e5ad
Stop having to call SetHeight again in ScenePresence.AddToPhysicalScene() when we've already passed size information to the avatar at PhysicsScene.AddAvatar()
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Eliminate some copypasta for height setting in OdeCharacter
2011-12-15 22:29:36 +00:00
Justin Clark-Casey (justincc)
937c06db54
Code cleanup related to ScenePresence.PhysicsActor and OdeScene/OdeCharacter
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Stop hiding RemoveAvatar failure, add log messages when characters are removed through defects or re-added unexpectedly.
Add commented out log lines for future use.
Use automatic property for PhysicsActor for better code readability and simplicity
2011-12-15 21:57:22 +00:00
Melanie
d18a9f22e7
Prevent a nasty deadlock on teleport
2011-12-12 23:43:45 +01:00
Melanie
8418288e26
Make m_attachments private
2011-12-12 18:29:54 +01:00
Dan Lake
c34ab0ee66
Cleaned up ScenePresence parameters for Flying, WasFlying, FlyingOld and IsColliding
2011-12-12 02:43:38 -08:00
Melanie
95d533ce8a
Merge branch 'master' of ssh://3dhosting.de/var/git/careminster
2011-12-12 11:09:13 +01:00
Melanie
52a4dbccbe
Merge branch 'master' into careminster
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Conflicts:
OpenSim/Framework/RegionInfo.cs
OpenSim/Region/Framework/Scenes/ScenePresence.cs
2011-12-12 11:42:22 +00:00
Melanie
943b37b8e6
Send changed animation event asynchronously
2011-12-12 11:08:50 +01:00
Melanie
323ffd7a89
Fix a regression that causes data from the attachments module to fail loading
2011-12-10 15:28:32 +01:00
Melanie
db98698bbe
Prevent spurious error message when client tries to move a null item
2011-12-10 14:47:00 +01:00
Melanie
3f42183797
Merge branch 'master' into careminster
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Conflicts:
OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
2011-12-10 00:40:41 +00:00
Justin Clark-Casey (justincc)
af3cd00048
Get rid of IScene.PresenceChildStatus() which always had to execute a lookup in favour of IClientAPI.ISceneAgent.IsChildAgent instead.
2011-12-09 23:07:53 +00:00
Melanie
5f6a4c4111
Merge branch 'master' into careminster
2011-12-09 22:55:08 +00:00
Justin Clark-Casey (justincc)
fc27806e90
remove some unused fields in ScenePresence
2011-12-09 22:52:54 +00:00
Melanie
d913303875
Merge branch 'master' into bigmerge
2011-12-09 08:13:57 +00:00
Justin Clark-Casey (justincc)
0e265889dd
Remove unnecessary AgentCircuitData null check from Scene.AddNewClient().
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The only caller is the LLUDP stack and this has to validate the UDP circuit itself, so we know that it exists.
This allows us to eliminate another null check elsewhere and simplifies the method contract
2011-12-08 19:25:24 +00:00
Justin Clark-Casey (justincc)
55de189752
minor: remove some mono compiler warnings
2011-12-08 18:56:07 +00:00
Justin Clark-Casey (justincc)
54360dd20e
When a client connects to a scene, send other avatar appearance data asynchronously to reduce hold up in the IN UDP packet processing loop.
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This is already being done for the initial object data send.
2011-12-08 18:39:56 +00:00
Justin Clark-Casey (justincc)
f61e54892f
On a new client circuit, send the initial reply ack to let the client know it's live before sending other data.
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This means that avatar/appearance data of other avatars and scene objects for a client will be sent after the ack rather than possibly before.
This may stop some avatars appearing grey on login.
This introduces a new OpenSim.Framework.ISceneAgent to accompany the existing OpenSim.Framework.ISceneObject and ISceneEntity
This allows IClientAPI to handle this as it can't reference OpenSim.Region.Framework.Interfaces
2011-12-08 18:34:23 +00:00
Melanie
96539ffc79
Merge branch 'master' into bigmerge
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Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
2011-12-08 18:29:19 +00:00
Melanie
5ab536a1e9
Merge branch 'master' into bigmerge
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Conflicts:
OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
OpenSim/Region/Framework/Scenes/ScenePresence.cs
2011-12-05 17:10:51 +00:00
Melanie
35800d6a86
Reinstate setter for OffsetPosition to allow setting the offset by script
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while seated
2011-12-05 15:26:22 +01:00
Melanie
19d6aa2bc9
Don't allow position update on sitting avatar. Don't bounds check sitting
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avatars as they will be crossed by the vehicle and not individually
2011-12-04 20:16:07 +01:00
Justin Clark-Casey (justincc)
585fc5e79d
Update SP.PhysicsCollisionUpdate() doc.
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It might be inefficient, but there are collisions every frame if the avatar is walking/standing on the ground or a prim surface
2011-12-03 02:51:17 +00:00
Justin Clark-Casey (justincc)
b66fe3e9ff
Add method doc to SP.PhysicsCollisionUpdate() to make it clear that it's called continuously even where there are no collisions
2011-12-03 02:45:02 +00:00
Justin Clark-Casey (justincc)
a009871827
Add basic TestFlyingAnimation() regression test
2011-12-03 02:39:21 +00:00
Justin Clark-Casey (justincc)
feef1dd732
Stop calling Animator.UpdateMovementAnimations() at the end of HandleAgentUpdate().
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There's no point doing this if it's being called via PhysicsCollisionUpdate
2011-12-03 02:05:11 +00:00
Justin Clark-Casey (justincc)
f08aad8a40
For now, disable mechanism to limit avatar animation updates since this causes avatars to never reach the correct animation after some actions.
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This reverts to situation where animation updates are made each frame on SP.PhysicsCollisionUpdate (though a packet is only sent if the anim actually changes).
m_updateCount was not being update on various avatar state changes, causing the correct animations to never be sent.
Always setting in HandleAgentUpdate() is not enough since the avatar is continually sending AgentUpdate packets.
One would need to identify all the conditions under which animations need to play out and set m_updateCount appropriately in SP.HandleAgentUpdate()
2011-12-03 01:47:12 +00:00
Justin Clark-Casey (justincc)
8185ce8b4a
Do a cagent.Anims != null check in SP.CopyFrom()
2011-12-03 00:30:13 +00:00
Justin Clark-Casey (justincc)
96c191f4fd
Stop SP.HandleAgentUpdate() and PhysicsCollisionUpdate() from being processed if we're dealing with a child ScenePresence.
...
Neither of these can have any effect on child agents
Now leaving warning about trying to set animation on a child agent active. Might temporarily pop up now and again.
2011-12-03 00:09:18 +00:00
Justin Clark-Casey (justincc)
054ebe8878
Stop some places where we're trying to reset animations in child agents where such requests are ignored.
2011-12-02 23:56:01 +00:00
Justin Clark-Casey (justincc)
2a6597f61e
Remove pointless Animator.TrySetMovementAnimation("STAND") in ScenePresnece constructor.
...
Comment was right - it is indeed useless since SP always starts off as child and TrySetMovementAnimation screens out child SP
2011-12-02 22:14:47 +00:00
Melanie
a8270cb48c
Merge branch 'master' into bigmerge
2011-11-24 01:16:37 +00:00
Justin Clark-Casey (justincc)
b0fe0464af
Stop an exception being thrown and a teleport/border cross failing if the desintation sim has no active script engines.
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This involves getting IScene.RequestModuleInterfaces() to return an empty array (as was stated in the method doc) rather than an array containing one null entry.
Callers adjusted to stop checking for the list reference being null (which never happened anyway)
2011-11-22 22:13:57 +00:00
Melanie
31736b1aac
Merge branch 'master' into bigmerge
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Conflicts:
OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
2011-11-17 19:04:27 +00:00
Justin Clark-Casey (justincc)
b6d83e9c0f
Stop OdePrim and OdeCharacter insanely overriding set LocalID to set their own private m_localID property but leaving get to return the then unset PhysicsActor.LocalId!
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Instead, just have both subclasses use the PhysicsActor.LocalID property.
This restores collision functionality that fell away in 45c7789
yesterday
2011-11-16 23:01:59 +00:00
Justin Clark-Casey (justincc)
828e4a5b09
Add comments about trying to avoid synchronous work off the EventManager.OnMakeRootAgent event since this is on the critical path for transfer of avatars from one region to another.
2011-11-15 20:26:42 +00:00
Justin Clark-Casey (justincc)
64784bc0cf
remove SceneCommunicationService.OnAvatarCrossingIntoRegion. This stuff is not being used any more - it's now IEntityTransferModule and SimulationService instead
2011-11-15 17:30:58 +00:00
Dan Lake
ed19284d85
Merge branch 'remove-scene-viewer'
2011-11-14 12:37:48 -08:00
Melanie
df35720cf5
Merge branch 'master' into bigmerge
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Conflicts:
OpenSim/Region/Framework/Scenes/SceneViewer.cs
2011-11-14 20:34:49 +00:00
Melanie
afca742392
Merge branch 'master' into bigmerge
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Conflicts:
OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs
2011-11-14 20:03:47 +00:00
Justin Clark-Casey (justincc)
49ec85ae15
Do a ScenePresence null check in HGMessageTransferModule.SendIMToScene() to stop a NullReferenceException being thrown if an HG IM is sent to a simulator running multiple regions
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This is an attempt to address http://opensimulator.org/mantis/view.php?id=5791
2011-11-14 15:24:02 +00:00
Dan Lake
5fd1749150
Remove SceneViewer from ScenePresence to reduce quadruple queueing of
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prim update to only triple queuing. Existing method was:
1. Schedule prim for update, adding to scene update list
2. Update on SOGs during heartbeat queues update onto each SceneViewer
3. Update on SPs during heartbeat queues update onto each IClientAPI
4. ProcessEntityUpdates queues updates into UDP send stack
Now the SceneViewer has been eliminated so updates are scheduled at any
time and then put onto the IClientAPI priority queues immediately during
SceneGraph.UpdateObjectGroups.
2011-11-11 17:16:52 -08:00
Melanie
a4ec97cfdd
Merge branch 'master' into bigmerge
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Conflicts:
OpenSim/Region/Framework/Scenes/ScenePresence.cs
OpenSim/Services/AuthenticationService/PasswordAuthenticationService.cs
2011-11-11 23:43:18 +00:00
Justin Clark-Casey (justincc)
a3052e40ad
extract ground sit code into SP.HandleAgentSitOnGround() for consistency with other sitting code.
2011-11-11 23:28:32 +00:00
Justin Clark-Casey (justincc)
2a2cdaa211
As with prim sitting avatars, make an avatar phantom when it sits on the ground and solid again when it stands.
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This is to avoid http://opensimulator.org/mantis/view.php?id=5783 when a collision with a ground sitting avatar causes that avatar to automatically stand and sometimes not be able to move
A better solution may be to keep gound sitting avatars solid but remove their collision status. However, this requires some physics code work.
2011-11-11 23:10:43 +00:00
Justin Clark-Casey (justincc)
2a7f4e0602
remove unncessary IClientAPI parameter from SP.SendSitResponse()
2011-11-11 21:53:00 +00:00
Justin Clark-Casey (justincc)
b1cb4f5b04
As per mailing list last week, remove facility that would automatically move the avatar if prim with no sit target was out of sitting range.
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Now, no movement occurs.
Note that you can still sit on a prim with an explicit sit target from any distance, as was the case before.
2011-11-11 21:42:58 +00:00
Justin Clark-Casey (justincc)
a658bddbcd
Bump warp sit distance up to 10 meters, as discussed on opensim-dev mailing list last week.
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This means that if the avatar is within 10 meters of the selected target, it sits on it immediately without walking.
Existing autopilot outside this range will be disabled in a later commit
2011-11-11 19:59:12 +00:00
Melanie
0daece6f2b
Fix turn left and turn right properly. Works for both built-ins and LSL AOs
2011-11-10 23:42:48 +00:00
Melanie
f5abae5ac6
Implement nudging support for strafing motion
2011-11-10 23:03:05 +00:00
Melanie
008b213ec0
Fix turn left and turn right properly. Works for both built-ins and LSL AOs
2011-11-10 23:15:03 +01:00
Melanie
81fbe7ffb1
Implement nudging support for strafing motion
2011-11-10 22:34:54 +01:00
Melanie
48d2300b8a
Fix misaligned sit animation on scripted sit caused by the default sit
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animation being run after the scripted one.
2011-11-10 20:54:15 +00:00
Melanie
063920e0a2
Fix misaligned sit animation on scripted sit caused by the default sit
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animation being run after the scripted one.
2011-11-10 20:26:14 +01:00
Melanie
d40d0e4596
Fix the ability to move the seated avatar via LSL
2011-11-08 23:15:09 +01:00
Melanie
51bad0f8ae
Merge branch 'master' into bigmerge
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Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
2011-11-06 20:12:57 +00:00
Melanie
0bf757e42b
Allow HG and other scene presences not linked to a user account to function.
2011-11-06 20:00:03 +00:00
Melanie
89a1d7c37c
Break out the parts of ScenePresence that differ from core
2011-11-05 23:37:43 +00:00
Melanie
bd10d14bbd
Fix build break
2011-11-05 23:12:00 +00:00
Melanie
57194facdc
Fix up with core changes
2011-11-05 23:06:59 +00:00
Melanie
facdc9c46e
Merge branch 'master' into bigmerge
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Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/Framework/Scenes/ScenePresence.cs
2011-11-05 22:56:08 +00:00
Melanie
bbbcdaa462
Remove spammy autopilot debug
2011-11-05 22:54:47 +00:00
Melanie
71388fc02a
Porting the ScenePresenceAnimator from Avination. Jump and fall anims now work
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properly.
2011-11-05 22:41:00 +00:00
Melanie
8fb6ae379a
Change m_falling public to a getter property.
2011-11-05 22:05:27 +00:00
Melanie
9c6025f928
Adapt to the core SP rework
2011-11-05 21:53:05 +00:00
Melanie
ac3254a5f5
Change puvlic m_ variable to a getter property
2011-11-05 21:43:35 +00:00
Melanie
2dc452b4a7
ScenePresence part of the Avination animator fixes.
2011-11-05 21:41:16 +00:00
Melanie
b6df9e9fe4
Chnaging the sit target adjustment to a more precise approximation of SL. Some small
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fixes ported from Avination. Some white space fixes.
2011-11-05 21:24:36 +00:00
Melanie
0f279b1187
Some more changes to catch up with core
2011-11-05 21:23:25 +00:00
Melanie
cc8e693fb9
Remove unused and broken OffsetRotation from ScenePresence
2011-11-05 20:39:43 +00:00
Melanie
506653ff00
Some trivial changes to get closer to core
2011-11-05 20:32:20 +00:00
Melanie
1a6b2a6429
Change comment formatting to match core for a cleaner diff
2011-11-05 20:17:02 +00:00
Melanie
bda7b3dffe
Replace our patched up, broken an rebroken sit code with the code from
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core which has now matured beyond what we had.
2011-11-05 19:28:16 +01:00
Melanie
03f5bbcaf2
Merge branch 'master' into bigmerge
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Conflicts:
OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
OpenSim/Region/Framework/Scenes/ScenePresence.cs
2011-11-05 11:17:40 +00:00
Melanie
2cf6172689
Merge branch 'master' into bigmerge
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Conflicts:
OpenSim/Region/Framework/Scenes/ScenePresence.cs
2011-11-05 11:05:32 +00:00
nebadon
e182cc198d
Fix avatar height, removes the hip offset hack
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Author: Mana Janus <mana@mjm-labs.com>
2011-11-05 02:56:52 -07:00
Justin Clark-Casey (justincc)
cfce2529ad
refactor: In sit code, compare against Vector3.Zero and Quaternion.Identity instead of individual components of a vector/quat
2011-11-05 02:04:48 +00:00
Justin Clark-Casey (justincc)
28c4dc9be4
Fix NPC sitting for prims without a sit target.
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This is to partially address http://opensimulator.org/mantis/view.php?id=5769
We don't need to call SP.HandleAgentSit() again if we are within 10m since the autopilot won't trigger.
By calling it twice, the position of the sitting NPC was wrongly adjusted, ending up near <0,0,0>.
However, this change does mean that NPCs further than 10m away will not attempt to autopilot to the prim, though this code was broken anyway (is actually a different mechanism to normal NPC movmeent).
Hopefully this can be addressed soon.
2011-11-05 01:38:42 +00:00
Justin Clark-Casey (justincc)
d7815ace4a
On standup, trigger the changed link script event after the avatar has been fully changed.
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This was meant to help with the script in http://opensimulator.org/mantis/view.php?id=5772 but it doesn't work.
Probably the event is fired before the physics actor has been set up again for the stood avatar.
Fixing that would be much more complicated, but processing the event last of all seems like a good idea in any case.
2011-11-04 23:24:22 +00:00
Melanie
b9f7aebde3
Merge branch 'master' into bigmerge
2011-11-04 23:21:19 +00:00
Melanie
24235006f4
Merge branch 'master' into bigmerge
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Conflicts:
OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs
OpenSim/Region/CoreModules/LightShare/LightShareModule.cs
OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
2011-11-04 01:18:37 +00:00
Dan Lake
b8d50b10fb
Rename ForEachAvatar back to ForEachScenePresence. The other changes
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from previous commit which sort out which iterator is used are left
intact. A discussion is needed as to what constitutes an avatar vs a
ScenePresence.
2011-11-03 17:53:51 -07:00
Dan Lake
94dc7d07eb
Renamed ForEachRootScenePresence to ForEachAvatar. Cleaned up calls to
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the 3 iteration functions so more of them are using the correct
iteration for the action they are performing. The 3 iterators that seem
to fit all actions within OpenSim at this time are:
ForEachAvatar: Perform an action on all avatars (root presences)
ForEachClient: Perform an action on all clients (root or child clients)
ForEachRootClient: Perform an action on all clients that have an avatar
There are still a dozen places or so calling the old
ForEachScenePresence that will take a little more refactoring to
eliminate.
2011-11-03 17:06:08 -07:00
Melanie
243acef917
Merge branch 'master' into bigmerge
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Conflicts:
OpenSim/Region/Framework/Scenes/SceneGraph.cs
OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
2011-11-03 00:06:14 +00:00
Dan Lake
a724ebacd7
Merge branch 'master' of git://opensimulator.org/git/opensim
2011-11-02 14:59:34 -07:00
Dan Lake
e2c51a977d
Changes UpdateFlag in SOP to an enumeration of NONE, TERSE and FULL.
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UpdateFlag is now referenced/used only within SOP and SOG. Outsiders are
using ScheduleFullUpdate, ScheduleTerseUpdate or ClearUpdateSchedule on
SOP consistently now. Also started working toward eliminating those
calls to ScheduleFullUpdate, ScheduleTerseUpdate or ClearUpdateSchedule
from outside SOP in favor of just setting properties on SOP and let SOP
decide if an update should be scheduled. This consolidates the update
policy within SOP and the client rather than everywhere that makes
changes to SOP. Some places forget to call update while others call it
multiple times, "just to be sure".
UpdateFlag and Schedule*Update will both be made private shortly.
UpdateFlag is intended to be transient and internal to SOP so it has
been removed from XML serializer for SOPs.
2011-11-02 14:59:00 -07:00
Justin Clark-Casey (justincc)
03993d0b14
Fix race condition that would sometimes send or save appearance for the wrong avatar.
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In AvatarFactoryModule.HandleAppearanceUpdateTimer(), we loop through appearance save and send requests and dispatch via a FireAndForget thread.
If there was more than one request in the save or send queue, then this led to a subtle race condition where the foreach loop would load in the next KeyValuePair before the thread was dispatched.
This gave the thread the wrong avatar ID, leaving some avatar appearance cloudy since appearance data was never sent.
This change loads the fields into local references so that this doesn't happen.
2011-11-02 18:25:03 +00:00
Melanie
b69f679122
Merge branch 'master' into bigmerge
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Conflicts:
OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
2011-11-01 23:54:09 +00:00
Justin Clark-Casey (justincc)
9456a540c5
Add "appearance send" command to allow manual sending of appearance.
2011-11-01 23:23:45 +00:00
Melanie
083b28de8c
Merge branch 'master' into bigmerge
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Conflicts:
OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
2011-10-30 10:16:25 +00:00
Justin Clark-Casey (justincc)
6d97545b6b
Remove the SyncRoot locking from Scene which was only being done around the main physics loop and ScenePresence position and velocity setting
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This is no longer necessary with ODECharacter taints (ODEPrim was already not taking part in this). BSCharacter was already tainting.
2011-10-29 02:42:53 +01:00
Justin Clark-Casey (justincc)
0fe756e42c
Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
2011-10-28 23:16:46 +01:00
Justin Clark-Casey (justincc)
7b46506822
fetch SOP.RotationOffset once in UpdateRotation() and compare rather than fetch four separate times.
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No functional change.
2011-10-28 23:15:51 +01:00
Melanie
b975cbcbed
Merge branch 'master' into bigmerge
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Conflicts:
OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs
OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs
OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
2011-10-27 18:14:38 +01:00
Dan Lake
06577d7299
Continuation of previous checkin. Found more places where ForEachScenePresence can be changed to ForEachRootScenePresence.
2011-10-27 01:25:12 -07:00
Melanie
fd22159d0c
Merge branch 'master' into bigmerge
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Conflicts:
OpenSim/Framework/Watchdog.cs
2011-10-26 01:27:24 +01:00
Justin Clark-Casey (justincc)
c825c9a945
Get rid of the pointless null checks on collision listeners. Add warning about synchronicity for PhysicsActor.OnCollisionUpdate event doc
2011-10-25 22:35:00 +01:00
Melanie
bfc0c96379
Merge commit '9ab2943abf5f890a53dc8ada48bf63ed15331c07' into bigmerge
2011-10-25 03:17:18 +01:00
Melanie
d1028b3647
Merge commit 'eac29396d98a4864923a69e0eb73cecdd8a225b3' into bigmerge
2011-10-25 03:17:11 +01:00
Melanie
04678836c3
Merge commit 'da794f34a56f7c88904315ae538de8f3790e6891' into bigmerge
2011-10-25 03:16:47 +01:00
Melanie
b7237ef059
Merge commit '62a63f834b7cc056ee37c396034d0e268f66b4a8' into bigmerge
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Conflicts:
OpenSim/Region/Framework/Scenes/ScenePresence.cs
2011-10-25 02:35:33 +01:00
Melanie
e2de57ca29
Merge commit '0c041ce12f393367e2754e88d9b8dad5e45f88c4' into bigmerge
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Conflicts:
OpenSim/Region/Framework/Scenes/ScenePresence.cs
2011-10-25 02:26:56 +01:00
Melanie
2895789bd0
Merge commit 'aa19ccf65c9cd235e0ba941e9832c5240df4412c' into bigmerge
2011-10-25 01:51:24 +01:00
Melanie
a8cc81a37e
Merge commit 'f08664f422f984fa57cc0ecb97c04eee3dccd183' into bigmerge
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Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/Framework/Scenes/ScenePresence.cs
2011-10-25 01:42:52 +01:00
Melanie
5f025d20fe
Fix ground sit autopilot
2011-10-25 00:53:39 +02:00
Melanie
8cca9fe23c
Allow updating the movement animation while flying. This fixes falling,
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splatting and ground sit. Walking to a ground sit still doesn't work.
2011-10-21 03:15:56 +02:00
Melanie
fd0e65b0b1
Fix up the animator and ScenePresence to like each other again
2011-10-20 23:11:53 +02:00
Dan Lake
9ab2943abf
Removed redundant NotInTransit function from ScenePresence. IsInTransit=false does the same thing and NotInTransit was not used anywhere.
2011-10-19 15:50:09 -07:00
Dan Lake
eac29396d9
Moved HaveNeighbor utility function from ScenePresence to Scene. Fixed line endings from previous commit.
2011-10-19 15:38:25 -07:00
Dan Lake
da794f34a5
Renamed and rearranged AvatarFactoryModule to eliminate redundant lookups of scene presence by client ID.
2011-10-19 14:41:44 -07:00
Justin Clark-Casey (justincc)
62a63f834b
refactor: Use SOP.SitTargetAvatar instead of calling a special GetAvatarOnSitTarget() which returned exactly the same thing
2011-10-17 02:04:20 +01:00
Justin Clark-Casey (justincc)
0c041ce12f
Implement osNpcSit(). This is still in development so don't trust it
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Format is osNpcSit(<npc-uuid>, <target-uuid>, OS_NPC_SIT_IMMEDIATE)
e.g. osNpcSit(npc, llGetKey(), OS_NPC_SIT_IMMEDIATE);
At the moment, sit only succeeds if the part has a sit target set.
NPC immediately sits on the target even if miles away - they do not walk up to it.
This method is in development - it may change so please don't trust it yet.
Standing will follow shortly since that's kind of important once you're sitting :)
2011-10-17 01:42:31 +01:00
Justin Clark-Casey (justincc)
aa19ccf65c
refactor: rename IClientAPI.SendPrimUpdate() to SendEntityUpdate() since it sends entity updates (including presence ones), not just prims.
2011-10-14 01:45:46 +01:00
Justin Clark-Casey (justincc)
f08664f422
remove some mono compiler warnings
2011-10-12 21:54:25 +01:00
Melanie
e18a76f6d6
Merge commit 'e3c522e2118108a01d2c6f77c8065224d53d6bb9' into bigmerge
2011-10-12 07:05:57 +01:00
Melanie
00285082d8
Merge commit '4b46b7a5adb1c7449725ed1cf1fa5d7122af10bb' into bigmerge
2011-10-12 07:05:47 +01:00
Melanie
abfb0c9399
Merge commit '4748c19bdbcdcaf6050e1f04a5f7394a88e0bf3e' into bigmerge
2011-10-12 07:05:18 +01:00
Melanie
265e9d094d
Merge commit '9a16e76f5151c11fbf76e41b89f8eb03b1731828' into bigmerge
2011-10-12 07:02:36 +01:00
Melanie
b2090e711f
Merge commit '08f264d096e1dca535a64e683fa5ab5918368085' into bigmerge
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Conflicts:
OpenSim/Region/Framework/Scenes/ScenePresence.cs
2011-10-12 07:02:15 +01:00
Melanie
9733b64dc8
Merge commit 'bd9ba904c3e4d9c2c626a7749f19f124b4ddcf15' into bigmerge
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Conflicts:
OpenSim/Region/Framework/Scenes/ScenePresence.cs
2011-10-12 02:02:46 +01:00
Melanie
4e88fe42e4
Merge commit 'ca83f99332316fda1c412a5bf2889f9cf5cf3577' into bigmerge
2011-10-12 01:42:39 +01:00
Melanie
7891433148
Merge commit '56dbab35e122e724c9277b05820417a05ad8a1be' into bigmerge
2011-10-11 23:16:43 +01:00
Melanie
833420e167
Merge commit '2c0bb8118db0b91c14783c2e2a401725e88aa650' into bigmerge
2011-10-11 22:42:51 +01:00
Melanie
652c59c0a9
Merge commit 'd358125cac4e01194dae4b1f0bc9afc87e463f76' into bigmerge
2011-10-11 22:42:18 +01:00
Melanie
a671fcfd2c
Merge commit 'f9438e7147bbb347a45b14126fa7181307f8ef43' into bigmerge
2011-10-11 22:33:58 +01:00
Melanie
6101de2316
Merge commit '8159fd7110459246ff61a41800899f5d854eceee' into bigmerge
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Conflicts:
OpenSim/Region/Framework/Scenes/ScenePresence.cs
2011-10-11 22:32:10 +01:00
Melanie
6e6c70be15
Merge commit 'fa9291512aabbe72cb6b1b0b7a9af79d9b05d253' into bigmerge
2011-10-11 22:24:40 +01:00
Melanie
03d533dc1e
Merge commit '385c4a210deb63c25f082ab8a3f0c63c7bff8fb5' into bigmerge
2011-10-11 22:15:25 +01:00
Melanie
341efb0942
Merge commit '6f542f73d4aacc0b92c2ebcff84b4ce2c8d9433b' into bigmerge
2011-10-11 22:12:25 +01:00
Melanie
68a42af30f
Merge commit 'adfe713b4340771eee15371dd1216527b5662545' into bigmerge
2011-10-11 22:11:55 +01:00
Melanie
6978ae0a59
Merge commit 'b2356340d22578143af2daab979ea4633faa93dc' into bigmerge
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Conflicts:
OpenSim/Region/Framework/Scenes/ScenePresence.cs
2011-10-11 22:11:44 +01:00
Justin Clark-Casey (justincc)
e3c522e211
Comment out [SCENE PRESENCE] SendAppearanceToAllOtherAgents: log message
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As per earlier discussions with dslake
2011-10-07 20:51:26 +01:00
Dan Lake
4b46b7a5ad
Fixed line endings from previous commit
2011-10-06 23:20:51 -07:00
Dan Lake
4748c19bdb
Refactored "known child region" in ScenePresence. There were 4 different
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ways to access the list/dictionary of child regions and locking was
inconsistent. There are now public properties which enforce locks.
Callers are no longer required to create new copies of lists.
2011-10-06 22:47:33 -07:00
Dan Lake
9a16e76f51
Simplified IsInTransit property on ScenePresence and removed InTransit() which called IsInTransit=true which called m_inTransit=true. Also removed NotInTransit().
2011-10-06 12:39:19 -07:00
Dan Lake
08f264d096
Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
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Conflicts:
OpenSim/Region/Framework/Scenes/ScenePresence.cs
2011-10-06 12:22:15 -07:00
Dan Lake
bd9ba904c3
Refactor ScenePresence so gets and sets are through properties. Added private sets when needed. Removed redundant code when methods replicated what the set already does
2011-10-06 12:19:31 -07:00
Justin Clark-Casey (justincc)
ca83f99332
Instead of adding stat agentMS in all kinds of places, calculate it instead in the main Scene.Update() loop, like the other stats
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Some of the places where agentMS was added were in separate threads launched by the update loop. I don't believe this is correct, since such threads are no longer contributing to frame time.
Some of the places were also driven by client input rather than the scene loop. I don't believe it's appropriate to add this kind of stuff to scene loop stats.
These changes hopefully have the nice affect of making the broken out frame stats actually add up to the total frame time
2011-10-06 00:45:25 +01:00
Justin Clark-Casey (justincc)
56dbab35e1
Remove unimplementated UpdateMovement() methods from SOG, SOP.
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SP still has an implementation but this is now just a public method on SP rather than an abstract one in EntityBase.
No point making the code more complex until it actually needs to be,
2011-10-01 01:26:50 +01:00
Dan Lake
28a482a7ee
Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
2011-09-21 16:24:48 -07:00
Dan Lake
2c0bb8118d
Commented out new debug statements in ScenePresence
2011-09-21 16:24:19 -07:00
Justin Clark-Casey (justincc)
d358125cac
Reinstate option to land an npc when it reaches a target.
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This is moved into ScenePresence for now as a general facility
2011-09-22 00:16:05 +01:00
Justin Clark-Casey (justincc)
f9438e7147
Remove unused and never set SP.PreviousRotation
2011-09-21 22:01:57 +01:00
Justin Clark-Casey (justincc)
572b680cb0
get rid of an incredibly noisy logging message from the last commit
2011-09-21 20:15:06 +01:00
Justin Clark-Casey (justincc)
c9c40343af
Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
2011-09-21 20:05:11 +01:00
Justin Clark-Casey (justincc)
8159fd7110
When calling osNpcMoveTo(), rotate the avatar in the direction of travel.
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This stops the npc walking backwards if the target is directly behind.
This means that the npc no longer returns to its original rotation once movement has finished.
If you want this behaviour, please store and reset the original rotation after movement.
This is somewhat to address http://opensimulator.org/mantis/view.php?id=5678
2011-09-21 19:28:41 +01:00
Dan Lake
fa9291512a
Make debug statements in ScenePresence consistent and add a few more
2011-09-20 14:07:10 -07:00
Justin Clark-Casey (justincc)
385c4a210d
On setting a new avatar appearance, if height hasn't changed then don't set that same height in ScenePresence.
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This prevents unnecessary work in the ODE module, though possibly that should be checking against same size sets itself
2011-09-17 00:26:53 +01:00
Justin Clark-Casey (justincc)
6f542f73d4
Stop the avatar stalling on its first boarder cross when using the ODE plugin
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When upgrading the previously child agent to a root, the code was setting the Size parameter on the ODECharacter PhysicsActor.
This in turn reset Velocity, which cause the border stall.
I'm fixing this by commenting out the Velocity = Vector3.Zero lines since they don't appear to play a useful purpose
2011-09-16 23:57:16 +01:00
Justin Clark-Casey (justincc)
adfe713b43
minor: I was wrong about OffsetPosition - sometimes it genuinely does return offset position!
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Add method doc to explain this.
2011-09-16 22:55:24 +01:00
Justin Clark-Casey (justincc)
b2356340d2
Remove setter from SP.OffsetPosition, since all sets should flow through SP.AbsolutePosition
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OffsetPosition is also misnamed - it returns the absolute position and never contains an offset.
2011-09-16 22:51:36 +01:00
Tom
e15917f465
Fixed a movement regression - Kitto's jump code is no longer needed (plus it's an eyesore)
2011-09-14 19:34:03 -07:00
Tom
5484c9b585
Bring us up to date.
2011-09-14 19:11:32 -07:00
Tom
cda4cd6b55
Merge fixes, and fix the build
2011-09-14 18:46:42 -07:00
Justin Clark-Casey (justincc)
bd991fc95f
Don't try and delete attachments for child agent close
2011-09-13 22:54:50 +01:00
Justin Clark-Casey (justincc)
dea0935361
eliminate redundant SP.m_regionInfo since it always has the scene.
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We were already referencing through the scene in some places.
2011-09-12 23:00:15 +01:00
Justin Clark-Casey (justincc)
62b2450529
remove the unused SP.initializeScenePresence()
2011-09-12 22:54:54 +01:00
Justin Clark-Casey (justincc)
56cd7d9685
stop the redundant passing in of RegionInfo to SceneGraph, since the Scene is always passed in at the same time.
2011-09-12 22:51:56 +01:00
Justin Clark-Casey (justincc)
ea0f78c971
Start locking entire add/remove operations on an IScenePresence.AttachmentsSyncLock object
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Attach and detach packets are processed asynchronously when received from a viewer.
Bugs like http://opensimulator.org/mantis/view.php?id=5644 indicate that in some situations (such as attaching/detaching entire folders of objects at once), there are race conditions between these threads.
Since multiple data structures need to be updated on attach/detach, it's not enough to lock the individual collections.
Therefore, this commit introduces a new IScenePresence.AttachmentsSyncLock which add/remove operations lock on.
2011-09-12 21:57:22 +01:00
Justin Clark-Casey (justincc)
728fd0b1b8
lock attachments when enumerating through them in ScenePresence.CopyTo().
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May have some effect on http://opensimulator.org/mantis/view.php?id=5644
2011-09-10 01:09:17 +01:00
Justin Clark-Casey (justincc)
9c32b131fd
Add extra log information when attachments fail validation
2011-09-10 00:57:52 +01:00
Tom
03f6734f43
First set of merge fixes
2011-09-07 09:42:18 -07:00
Justin Clark-Casey (justincc)
cf73afec35
Try disabling the inconsistent attachment state check to see if this actually has an impact.
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The code in question is over three years old and just be catching an inconsistency rather than being wholly necessary.
This commit still carries out the check and prints all the previous log warnings but a 'failure' no longer prevents avatar region crossing or teleport, and it doesn't give the client the error message.
This will have some kind of impact on http://opensimulator.org/mantis/view.php?id=5672
2011-09-05 23:42:37 +01:00
Tom
66dec3b874
Resolve merge commits, stage 1
2011-09-04 07:06:36 -07:00
Justin Clark-Casey (justincc)
5c1fa968ab
Stop NPCs losing attachments when the source avatar takes them off.
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This was happening because we were using the source avatar's item IDs in the clone appearance.
Switch to using the asset IDs of attachments instead for NPCs.
The InventoryAccessModule and AttachmentModule had to be changed to allow rezzing of an object without an associated inventory item.
Hopefully goes some way towards resolving http://opensimulator.org/mantis/view.php?id=5653
2011-09-03 01:11:16 +01:00
Justin Clark-Casey (justincc)
7d58b5fa15
move common code into AttachmentsModule.DeleteAttachmentsFromScene()
2011-08-31 17:53:58 +01:00
Justin Clark-Casey (justincc)
e69f246b86
refactor: move multiple class to set avatar height into associated SP.AddToPhysicalScene()
2011-08-31 17:25:18 +01:00
Justin Clark-Casey (justincc)
899d109e82
get rid of appearance null checks - this is never null
2011-08-31 17:13:53 +01:00
Justin Clark-Casey (justincc)
54839d28ad
remove pointless m_attachments == null check since this field is never null
2011-08-31 16:46:43 +01:00
Justin Clark-Casey (justincc)
5a5206449f
minor: seal up another instance of using the appearance list without locking
2011-08-31 16:41:58 +01:00
Justin Clark-Casey (justincc)
32444d98cb
Make SP.Attachments available as sp.GetAttachments() instead.
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The approach here, as in other parts of OpenSim, is to return a copy of the list rather than the attachments list itself
This prevents callers from forgetting to lock the list when they read it, as was happening in various parts of the codebase.
It also improves liveness.
This might improve attachment anomolies when performing region crossings.
2011-08-31 16:29:51 +01:00
Justin Clark-Casey (justincc)
1809aaf74c
minor: remove already processed avatar null check in Scene.RemoveClient()
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remove some now duplicated method doc
2011-08-30 23:36:45 +01:00
Justin Clark-Casey (justincc)
ddc733cd3d
refactor: move SP.SaveChangedAttachments() fully into AttachmentsModule
2011-08-30 23:32:30 +01:00
Justin Clark-Casey (justincc)
04bafd2122
refactor: Move ScenePresence.RezAttachments() into AttachmentsModule
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This adds an incomplete IScenePresence to match ISceneEntity
2011-08-30 23:06:10 +01:00
Justin Clark-Casey (justincc)
be357f8fee
Fix bug in persisting saved appearances for npcs
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Assets have to be marked non-local as well as non-temporary to persist. This is now done.
Hopefully addresses http://opensimulator.org/mantis/view.php?id=5660
2011-08-30 01:58:32 +01:00
Justin Clark-Casey (justincc)
d4d894c20f
Stop avatars returning from neighbouring regions from stalling on the border crossing.
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On making a root agent, we need to reset the ScenePresence.m_movement_flag so that it doesn't remember the
movement registered to the client when it exited the initial region.
If this is remember, then the client avatar movement isn't updated and it appears to stall in mid-air, though this is resolved with a prod/release of any other direction key.
This bug was probably introduced a few weeks ago. Surprised that nobody brought it up.
2011-08-27 01:28:33 +01:00
Justin Clark-Casey (justincc)
33a894f3d2
refactor: move SOP.IsAttachment and AttachmentPoint up into SOG to avoid pointless duplication of identical values
2011-08-27 00:15:21 +01:00
Justin Clark-Casey (justincc)
d5dc8133fc
remove pointless IsDeleted check on SP.RezAttachments()
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IsDeleted is never set for an SP, even though it's on EntityBase.
It might be an idea to set it in the future
2011-08-24 22:37:08 +01:00
Justin Clark-Casey (justincc)
6d4432f440
refactor: simplify EntityBase.IsDeleted property
2011-08-24 22:34:26 +01:00
Justin Clark-Casey (justincc)
afd5469eec
Remove pointless contains check in ScenePresence.RemoveAttachment()
2011-08-23 00:08:29 +01:00
Justin Clark-Casey (justincc)
d328046efb
If an attachment fails, then start logging the exception for now, in order to help with the inconsistent state bug.
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This also refactors AttachmentsModules to stop pointlessly refetching the ScenePresence in various methods. However, more of this is required.
2011-08-22 23:59:48 +01:00
Justin Clark-Casey (justincc)
2eaadf2dc0
Add warning log message to say which attachment fails validation in order to pin down problems with "Inconsistent Attachment State"
2011-08-22 23:28:37 +01:00
Justin Clark-Casey (justincc)
49258350e8
refactor: fold CreateSceneViewer() back into ScenePresence constructor
2011-08-18 01:22:01 +01:00
Justin Clark-Casey (justincc)
45c37ef494
refactor: Fold 3 ScenePresence() constructors into one since only one is called.
2011-08-18 01:11:23 +01:00
Justin Clark-Casey (justincc)
c1a34cd8da
Don't try to save changed attachment states when an NPC with attachments is removed from the scene.
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This is done by introducing a PresenceType enum into ScenePresence which currently has two values, User and Npc.
This seems better than a SaveAttachments flag in terms of code comprehension, though I'm still slightly uneasy about introducing these semantics to core objects
2011-08-18 00:53:05 +01:00
Justin Clark-Casey (justincc)
d73c424078
get rid of logged warnings about lack of some modules - afaik these never occur in real life and just clutter up tests
2011-08-16 23:12:58 +01:00
Justin Clark-Casey (justincc)
b3a4b10531
eliminate redundant ground sitting checks since these are already done in enclosing control structures
2011-08-11 03:16:46 +01:00
Justin Clark-Casey (justincc)
1aa1711893
eliminate the rotation parameter from SP.HandleMoveToTargetUpdate(). This can just use the currently set Rotation
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looks like I spoke to soon about eliminating jerkiness on "go here"/autopilot. It's still there.
2011-08-11 03:06:38 +01:00
Justin Clark-Casey (justincc)
36f7d36fa1
instead of setting avatar rotation twice in SP.HandleAgentUpdate(), eliminate the second setting in AddNewMovement()
2011-08-11 02:54:15 +01:00
Justin Clark-Casey (justincc)
29093df1a7
get rid of intermediate local store of body rotation in ScenePresence, this is not used.
2011-08-11 02:36:02 +01:00
Justin Clark-Casey (justincc)
4402851b08
Get NPCs to revert to the correct 'resting' animation (e.g. stand or hover) after finishing their movement. This also fixes judder after an avatar has finished "go here"/autopilot movement in a viewer.
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This meant reseting the SP.AgentControlFlags since the Animator uses these to determine the correct default animation.
2011-08-11 01:56:42 +01:00
Justin Clark-Casey (justincc)
951ffad81e
If SP.MoveToTarget has been called with a force walk, begin by landing the avatar.
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There is a bug here - once an avatar has landed it glides to its new position instead of performing a walk animation
2011-08-11 00:23:54 +01:00
Justin Clark-Casey (justincc)
5d6c9644fa
early code to allow scripts to force npcs not to fly when moving to target
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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.
2011-08-10 01:47:37 +01:00
Justin Clark-Casey (justincc)
4cb8d6379d
Stop trying to deregister caps or close child agents when an NPC is removed
2011-08-10 00:59:31 +01:00
Justin Clark-Casey (justincc)
92e96d394a
When an NPC is created, stop telling neighbouring regions to expect a child agent
2011-08-09 23:11:07 +01:00
Justin Clark-Casey (justincc)
6878049952
get rid of bogus log message
2011-08-06 03:06:05 +01:00
Justin Clark-Casey (justincc)
94d496cf2b
remove the largely unused copy/pasted HandleAgentRequestSit() method
2011-08-05 00:57:43 +01:00
Justin Clark-Casey (justincc)
1918402cb1
if an NPC target is set to a ground location, then automatically land them when they get there.
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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.
2011-08-04 03:08:35 +01:00
Justin Clark-Casey (justincc)
54ce029342
if an NPC move to target is above the terrain then make it fly to destination
2011-08-04 02:31:40 +01:00
Justin Clark-Casey (justincc)
c678b75d65
if a move to target is set underground, constrain it to the terrain height
2011-08-04 01:45:56 +01:00
Justin Clark-Casey (justincc)
61a931490d
move bAllowUpdateMoveToPosition switch outside of HandleMoveToTargetUpdate()
2011-08-04 01:30:37 +01:00
Justin Clark-Casey (justincc)
831f933ce6
only call move target code in SP.HandleAgentUpdate() if we're actually in the process of moving to a position
2011-08-04 01:22:01 +01:00
Justin Clark-Casey (justincc)
7b2b47530e
move reset code out of HandleMoveToTargetUpdate() so that we only call it where needed instead of passing in a flag
2011-08-04 01:16:24 +01:00
Justin Clark-Casey (justincc)
fc64cc2439
Make SIGNIFICANT_MOVEMENT SP constant a top-level property so that other classes can use it.
2011-08-04 01:05:43 +01:00
Justin Clark-Casey (justincc)
7f6f100c5a
When the NPC reaches within the SIGNIFICANT_CLIENT_MOVEMENT distance of the target, move it directly to the target.
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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
2011-08-04 01:00:33 +01:00
Justin Clark-Casey (justincc)
ba0c65e028
extend npc move test to check a second movement
2011-08-04 00:25:51 +01:00
Justin Clark-Casey (justincc)
6f913e8caf
eliminate pre-existing unused SP.StopMovement()
2011-08-04 00:13:27 +01:00
Justin Clark-Casey (justincc)
a2f5b4ac9a
Rename HandleMoveToPositionUpdate() to HandleMoveToTargetUpdate() for consistency. Improve method doc.
2011-08-04 00:10:53 +01:00
Justin Clark-Casey (justincc)
0299cb060e
eliminate a reset position flag by using functionally equivalent DCFlagKeyPressed
2011-08-04 00:06:01 +01:00
Justin Clark-Casey (justincc)
6ab01b338f
Stop calling the SP.ResetMoveToTarget() code if a target is not actually set
2011-08-03 23:59:13 +01:00
Justin Clark-Casey (justincc)
31fb6b2d72
remove move to duck walk compensation - no longer required.
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extends npc move to regression test to check stop after sufficient sim updates
2011-08-03 23:40:05 +01:00
Justin Clark-Casey (justincc)
a333c60f28
refactor: rename the move to position methods to move to target to be consistent with terminology used by scene object part and elsewhere
2011-08-03 22:34:05 +01:00
Justin Clark-Casey (justincc)
2964467708
get rid of vestigal move to parameters
2011-08-03 22:11:05 +01:00
Justin Clark-Casey (justincc)
6e4ec29722
Do a partial fix/implementation of OSSL osNpcMoveTo()
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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.
2011-08-03 04:19:19 +01:00
Justin Clark-Casey (justincc)
68a5fe0431
Improve z axis move to/autopilot so the avatar does alternative crouch/huzzah when walking along the ground
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Moving a flying avatar to a ground point doesn't yet land the avatar. This may or may not be the best thing
2011-08-03 02:59:49 +01:00
Justin Clark-Casey (justincc)
30e816bfa2
Implement move to/autopilot for z axis movement as well.
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This is jerky (an artifact of the way it's being done, I think), but it's better than on implementation.
2011-08-03 02:04:38 +01:00
Justin Clark-Casey (justincc)
0c23764ce2
get autopilot/go here to work immediately.
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This works with viewer 1.23.5 and so in theory should work with libopenmetaverse.
2011-08-03 01:12:32 +01:00
Justin Clark-Casey (justincc)
1c126e6e22
refactor: Move update_movement_flag and the final check inside the m_allowMovement if in HandleAgentUpdate() since it's logically only ever used there
2011-08-03 00:55:52 +01:00
Justin Clark-Casey (justincc)
f9689f5cc9
refactor: move out code from HandleAgentUpdate() which processes updates to move to a set position
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Also comment out the really spammy log message I accidentally left in on the last commit.
2011-08-03 00:46:46 +01:00
Justin Clark-Casey (justincc)
c122489e09
Partially fix autopilot/go here
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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.
2011-08-02 23:41:12 +01:00
Justin Clark-Casey (justincc)
b6ac1c46cd
Get rid of AvatarAppearance.Owner to simplify the code.
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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.
2011-08-02 00:13:04 +01:00
Justin Clark-Casey (justincc)
59f548cda8
Get osNpcCreate appearance working with avatars that are currently in the scene.
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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.
2011-08-01 23:41:29 +01:00
root
5f927dc104
Merge branch 'master' into careminster-presence-refactor
2011-06-30 00:26:03 +01:00
Justin Clark-Casey (justincc)
22f25fae38
Hack around with the NPC module to get osNpcCreate() partially working again.
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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!
2011-06-29 00:28:22 +01:00
Mic Bowman
ad84728aba
Add localID to physical object creation functions.
2011-06-15 11:31:32 -07:00
Melanie
b451cc1ebb
Merge branch 'master' into careminster-presence-refactor
2011-05-08 20:23:06 +01:00
dahlia
eaa33cf478
adjust avatar terse update packet filter distance error threshold based on avatar speed
2011-05-06 16:56:54 -07:00
Justin Clark-Casey (justincc)
04ecd748d9
remove further mono compiler warnings
2011-05-06 22:47:41 +01:00
Melanie
6008ffe943
Merge branch 'master' into careminster-presence-refactor
2011-05-05 00:34:48 +01:00
Diva Canto
6c503e75ac
Put the previous state back in the attachments in case the agent transfer fails.
2011-05-04 12:04:35 -07:00
dahlia
4c59d57596
use getters instead of member variables in velocity network filter code and add some more descriptive comments.
2011-05-04 03:29:06 -07:00
dahlia
13ab00e45a
adjust terse avatar update filtering to send updates when distance traveled does not match expected distance, rather than at a fixed time period. this should smooth avatar motion somewhat when moving in a straight line and velocity is constant.
2011-05-03 19:47:50 -07:00
Melanie
af55eda16b
Merge branch 'master' into careminster-presence-refactor
2011-05-03 14:26:18 +01:00
Diva Canto
00e94b0ba8
Check for RegionID instead of RegionHandle. Other minor tweaks
2011-04-30 16:53:11 -07:00
Melanie
d1cf1fe3d7
Merge branch 'master' into careminster-presence-refactor
2011-04-30 14:37:37 +01:00
Diva Canto
4d5d6222f7
Delaying starting the scripts on TPs and crossings until the agent is root.
2011-04-29 17:09:48 -07:00
Diva Canto
0d49611f6d
Remove the scripts of the attachments in the departing region and recreate them if fail.
2011-04-29 15:52:06 -07:00
Diva Canto
73caa4e94a
Minor correction to yesterday's changes. Make normal prim crossing (no attach) work well again.
2011-04-29 08:42:51 -07:00
Diva Canto
9892e115cc
Fatpack message on agent transfers: 1 message only (UpdateAgent) containing the agent and all attachments. Preserves backwards compatibility -- older sims get passed attachments one by one. Meaning that I finally introduced versioning in the simulation service.
2011-04-28 20:19:54 -07:00
dahlia
16f6f55f2d
network traffic reduction - decrease update frequency for moving avatars when velocity is unchanged
2011-04-26 16:22:44 -07:00
Melanie
57efed988c
Merge branch 'careminster-presence-refactor' of ssh://melanie@3dhosting.de/var/git/careminster into careminster-presence-refactor
2011-04-26 23:41:57 +01:00
Melanie
e713b7e3bb
Try to repair attachments ion the fly if they are detached and reattached.
2011-04-26 23:18:52 +02:00
Melanie
a6c53b1ba2
Merge branch 'queuetest' into careminster-presence-refactor
2011-04-25 23:26:37 +01:00
Mic Bowman
77ab7ce084
Fixed the transmission of throttles from root agent to child
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agents. Child throttles are based on the number of child agents
known to the root and at least 1/4 of the throttle given to
the root.
2011-04-25 15:11:29 -07:00
Kitto Flora
764e8c2a43
Merge branch 'careminster-presence-refactor' of ssh://3dhosting.de/var/git/careminster into careminster-presence-refactor
2011-03-22 20:33:24 +00:00
Melanie
9b277b372b
Merge branch 'master' into careminster-presence-refactor
2011-02-27 19:47:37 +00:00
Justin Clark-Casey (justincc)
2b04cab1ee
change some log messages from info to debug
2011-02-25 02:15:06 +00:00
Melanie
9be1d2aef1
Merge branch 'master' into careminster-presence-refactor
2011-02-24 02:37:21 +00:00
Mic Bowman
5a16fa882c
Parameterizes the view distance used to compute and manage
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child agents in neighbor regions. This means you can extend
the view on a simulator beyond the default 3x3 regions.
This uses a region default draw distance and should be
replaced at some point by the avatar specified draw distance.
That will require more careful, dynamic recomputation of child
agents every time the draw distance changes.
WARNING: this is experimental and has known instabilities. specifically
all regions "within site" should be running the same default draw distance
or agents will not be closed correctly.
2011-02-22 13:23:54 -08:00
Melanie
4834b47679
Merge branch 'master' into careminster-presence-refactor
2011-02-19 01:59:49 +00:00
Justin Clark-Casey (justincc)
dd9efc1838
extend TestChildAgentEstablished() test slightly to put in EntityTransferModule. Not yet enabled.
2011-02-18 23:05:56 +00:00
Justin Clark-Casey (justincc)
e774679f62
minor: add method doc to a few ScenePresence methods
2011-02-18 21:19:16 +00:00
Justin Clark-Casey (justincc)
4725221435
Stop the avatar sometimes pausing for more than a second on the border when region crossing.
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This restores a RemoveFromPhysicalScene() call in ScenePresence.CheckForBorderCrossing() when the agent has been placed in transit.
If we don't remove the agent from the physical scene, then the method continues to be called via ScenePresence.Update()
until the handover of the client between regions is completed. Since this handover can take more than 1000ms (due to the 1000ms
event queue polling response from the server), this results in the avatar pausing on the border for the entire handover period.
2011-02-18 20:54:00 +00:00
Melanie
3f93db8371
Streamline ban line processing. Remove remnants of old advisory messages.
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Centralize ban checking and prepare for adding a "ban and eject" function.
2011-02-16 05:23:30 +01:00
Kitto Flora
b6dda231f2
Corrections for Avatar Auto-pilot target; add llStopMoveToTarget() for Avatar-attached.
2011-02-04 17:31:52 +00:00
Melanie
3bce53b6e6
Merge branch 'careminster-presence-refactor' of ssh://3dhosting.de/var/git/careminster into careminster-presence-refactor
2011-01-28 04:05:49 +01:00
Kitto Flora
9abaac4d60
Correct chat source location for Av seated on daughter prim.
2011-01-28 04:35:43 +00:00
Melanie
d90b0c53ec
Fix bumping into sim borders and check estate bans for walking crossings
2011-01-28 02:38:14 +00:00
Melanie
3834000778
Change the way ban lines work
2011-01-28 03:35:59 +01:00
Melanie
7492131bb6
Fix bumping into sim borders and check estate bans for walking crossings
2011-01-28 01:37:37 +01:00
Melanie
b13eac9996
Make the estate setting "Allow direct teleport" override the constraint
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of local tepeports to landing points like it is meant to
2011-01-27 07:07:33 +01:00
Melanie
2a9e712cb4
Let gods TP in wherever they like while in god mode
2011-01-27 07:03:43 +01:00
Melanie
8568c6a7c0
Implement "Cannot teleport closer to destination" message
2011-01-27 06:57:54 +01:00
Melanie
1143e022b4
Make landing points work on local teleports. Constrain owners and gods to
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landing points when coming from off sim (matches agni) to prevent landing
in floors or other prims.
2011-01-27 06:45:53 +01:00
Melanie
17801bd78b
Add a TeleportFlags member to SP so we can tell how we got there.
2011-01-27 05:33:46 +00:00
Melanie
eca82d90c2
Change the way landing points are honored
2011-01-27 06:04:56 +01:00
Melanie
c43b892f3a
Add a TeleportFlags member to SP so we can tell how we got there.
2011-01-27 04:14:41 +01:00
Tom
3ecf712e4d
Add userFlags check to isBanned. This checks bans against DenyAnonymous and DenyMinors. Note that the ban doesn't actually work yet due to some stuff mel's working on .
2011-01-26 14:20:39 -08:00
Melanie
6306578fcf
Merge branch 'master' into careminster-presence-refactor
2011-01-18 01:28:50 +00:00
Diva Canto
a07375a7ae
Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
2011-01-17 17:41:06 -08:00
Diva Canto
c98d1cffe2
Removed the call to sceneViewer.Reset upon MakeRoot and ChildAgentUpdate, because Reset hangs for a long time waiting for the lock. That is a problem in itself -- that long holding of the lock by some thread -- but let's just avoid it altogether.
2011-01-17 17:40:48 -08:00
Justin Clark-Casey (justincc)
3083c517a0
minor: resolve some mono compiler warnings
2011-01-18 00:29:10 +00:00
Justin Clark-Casey (justincc)
c544f0d0c5
Prune some of the excess logging for client logins.
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Didn't touch the appearance related stuff.
2011-01-18 00:25:24 +00:00
Diva Canto
4bcee1dfb4
Revert "DEBUG DEBUG DEBUG"
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This reverts commit 59c2cd04ba
.
2011-01-17 13:07:02 -08:00
Diva Canto
59c2cd04ba
DEBUG DEBUG DEBUG
2011-01-17 12:35:19 -08:00
Kitto Flora
d92069fb8b
Add llLookAt() kinetic. Reduce StandUp +x offset to 0.3M.
2011-01-13 04:44:04 +00:00
Melanie
de4eaab584
Merge branch 'master' into careminster-presence-refactor
2011-01-06 19:08:15 +00:00
Kitto Flora
ba7a227763
Revise Materials properties; Fix Double-Click Autopilot; Allow non-script sit positions >= 0.1M; Add llLookAt(); Comment out spammy bad adjacent sim message.
2011-01-04 21:36:09 +00:00
Diva Canto
fbde9b1136
Note to self: try to make only 3 things at the same time.
2011-01-04 11:33:15 -08:00
Diva Canto
db55859125
Guard against null Animator.
2011-01-04 11:30:08 -08:00
Diva Canto
c082254b9d
Put the coarse location updates back to 50 frames, otherwise the dots on the mini-map come and go noticeably. Also increased the Velocity a bit; I had decreased it to 0.885; now it's 0.9.
2010-12-19 19:29:07 -08:00
Melanie
11eabf0e51
Merge branch 'master' into careminster-presence-refactor
2010-12-20 02:49:31 +00:00
Melanie
d457b4c4b1
Merge branch 'master' into careminster-presence-refactor
2010-12-15 22:59:52 +00:00
Diva Canto
ed26376ec5
Yet more things out of the main Update thread loop and into threadlets. This time, SendPrimsUpdate. Plus a few more tweaks on triggering actions from the Update loop. #LoginLag.
2010-12-14 20:15:26 -08:00
Diva Canto
e3262ef5ac
Commented out the UpdateLand call from the Update thread loop, because this may be causing the #LoginLag. Attachments taint the prim count. Twice. Each.
2010-12-14 17:50:37 -08:00
Melanie
cb51fc129e
Merge branch 'master' into careminster-presence-refactor
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Also fix the failure to fire CHANGED_LINK on sit, which is different in our
code.
2010-12-14 12:12:27 +00:00
Melanie
e47cc10674
Null checking ParentGroup is not needed. It can't be null.
2010-12-14 12:07:35 +00:00
Diva Canto
b41164b620
This seems to get rid of the stuck PREJUMP animation, as reported by Justin in -dev. Also in this commit, a slight adjustment to the Velocity of SP -- this makes the avie walking feel less jerky for me. Will wait reports from others.
2010-12-13 21:35:40 -08:00
Melanie
d2ff4ebf2d
Merge branch 'master' into careminster-presence-refactor
2010-12-13 20:19:10 +00:00
Marck
7f0350b988
Trigger event with flag CHANGED_LINK when agent sits on objects that have not a sit target defined. This fixes Mantis #4692 .
2010-12-12 20:12:34 +01:00
Melanie
663a626a6f
Apply the useful part of diva's patch that was skipped
2010-12-12 08:57:26 +00:00
Diva Canto
797ca8d0e7
Fixes the nudge movements!
2010-12-11 17:06:17 -08:00
Diva Canto
c42876df67
Revert "Another stab at mantis #5256"
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This reverts commit ccb4f958c0
.
2010-12-10 23:32:50 -08:00
Diva Canto
ccb4f958c0
Another stab at mantis #5256
2010-12-10 23:16:26 -08:00
Diva Canto
72748746d5
Fixed some inconsistency with trailing /. Made debug messages consistent. Changed the stored region names of HG regions. Increased the size of regionName in DB.
2010-12-05 19:43:24 -08:00
Jonathan Freedman
45cd2e3ef9
Merge branch 'master-core' into mantis5110
2010-12-05 11:49:15 -08:00
Melanie
24af7b8384
Merge branch 'master' into careminster-presence-refactor
2010-12-04 00:09:32 +00:00
Mic Bowman
df860516bf
Various bug fixes for appearance handling: more aggressive reset of textures and vparams when appearance is not cached and when wearables change. Send appearance to the viewer with initial data.
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Cleaned up (and added) debugging.
2010-12-03 23:45:00 +00:00
Mic Bowman
ab2adaf341
Various bug fixes for appearance handling
2010-11-30 16:20:43 +01:00
Melanie
35c6bba6d7
Merge branch 'master' into careminster-presence-refactor
2010-11-27 01:29:01 +00:00
Melanie
63e2c3b2d6
Reformat an overzealous comment. Remove end of line marks and reference to the
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Mantis solved, as that isn't needed to understand the code. Reformat the
comment for 80 col screens.
2010-11-27 01:28:02 +00:00
Micheil Merlin
6ed63487d9
llUnsit position fix 4063 (updated 11-20-2010)
2010-11-27 02:05:44 +00:00
Melanie
a1ab2a2244
Merge branch 'master' into careminster-presence-refactor
2010-11-27 01:25:02 +00:00