Commit Graph

689 Commits (759f1d2dbe0617786068195dfd695e0dfc2cc265)

Author SHA1 Message Date
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
Conflicts:
	OpenSim/Region/Framework/Scenes/ScenePresence.cs
2011-10-25 02:35:33 +01:00
Melanie e2de57ca29 Merge commit '0c041ce12f393367e2754e88d9b8dad5e45f88c4' into bigmerge
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
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,
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
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
Conflicts:
	OpenSim/Region/Framework/Scenes/ScenePresence.cs
2011-10-12 07:02:15 +01:00
Melanie 9733b64dc8 Merge commit 'bd9ba904c3e4d9c2c626a7749f19f124b4ddcf15' into bigmerge
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
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
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
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
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
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
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.
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.
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.
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.
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
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!
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
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.
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
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().
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.
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.
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.
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()
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
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
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.
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()
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.
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.
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
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.
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.
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
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.
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.
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.
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()
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
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.
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.
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
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
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.
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.
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.
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
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