Justin Clark-Casey (justincc)
115e1c2abb
Add "debug set set animations true|false" region console command.
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Setting this logs extra information about animation add/remove, such as uuid and animation name
Unfortunately cannot be done per client yet
2013-01-18 23:22:02 +00:00
Justin Clark-Casey (justincc)
74256c0cc4
Restore previous client AO behaviour by not allowing them to remove the default animation but continue to allow scripts to do so.
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This keeps the fix from http://opensimulator.org/mantis/view.php?id=6327
and fixes the behaviour regression in http://opensimulator.org/mantis/view.php?id=6483
Animations may still exhibit different behaviour if both scripts and clients are adjusting animations.
A change in the behaviour of client AO to not remove all animations may be a better long term approach.
2013-01-18 22:57:09 +00:00
Melanie
f16c4a254c
Revert "Prevent empty Anim Packs"
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This reverts commit 5561333668 .
2013-01-09 00:20:24 +00:00
Melanie
c1c540f454
Revert "Fix sequence id fr default anim"
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This reverts commit a775931a0c .
2013-01-09 00:20:14 +00:00
Melanie
a775931a0c
Fix sequence id fr default anim
2013-01-08 23:36:05 +00:00
Melanie
5561333668
Prevent empty Anim Packs
2013-01-08 23:12:32 +00:00
Justin Clark-Casey (justincc)
56ec177b3b
minor: Add commented out log lines to ScenePresenceAnimator for future debug use (such as logging anim pack contents sent to clients)
2012-12-14 23:42:23 +00:00
Melanie
fd9cb3cb68
Store and send the current movement animation state to a new sim on crossing
2012-10-30 23:08:22 +00:00
Melanie
1c5f6e48b8
Separate LSL's notion of the default anim from the actually playing anims.
2012-10-26 21:23:20 +01:00
Melanie
de6f147d3c
Revert "Fix for Mantis 0006376: Avatar no longer show Walking animation when any AO hud is"
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This reverts commit fa484c3494 .
2012-10-26 21:16:27 +01:00
nebadon
fa484c3494
Fix for Mantis 0006376: Avatar no longer show Walking animation when any AO hud is
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loaded. Thank you tglion
2012-10-25 11:31:25 -07:00
Melanie
b977f962fa
Allow default animation to be stopped to be replaced with another one.
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Fixes Mantis #6327
2012-10-04 15:42:52 +01:00
Justin Clark-Casey (justincc)
e94831ddab
Stop explicitly closing and nulling out Animator in order to prevent NREs in various places due to race conditions.
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Even where checks are being made they aren't enough since they all assume that the Animator they just checked is still there in the next line, which is not necessarily the case without locking.
The memory used is small and these should be GC'd anyway when the SP is released. If this is not happening then the wider problem of old SPs being retained needs to be resolved.
2012-07-19 22:59:28 +01:00
Oren Hurvitz
6473674bbf
Fixed: custom walking animations didn't stop when the avatar stopped walking.
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This happened because the scripts were notified about control changes (e.g., the user stopped pressing the Forward key) when the animation was still WALK, so the script didn't stop the walking animation. Fixing this required: a) Update the movement animation *before* notifying the script; b) Add locking to prevent clashes with the Heartbeat thread (which also updates the animations); c) Handle the case of a user who stops walking just as the avatar is in the air: the avatar should STAND in that case, not WALK.
This reverts commit feef1dd732 .
2012-04-27 20:47:02 +01:00
Justin Clark-Casey (justincc)
a9995ede65
Fix bug in ScenePresenceAnimator.RemoveAnimation() introduced in commit 1a8769e
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Forgot to uppercase the animation name for default animations, since for some reason we store and use them in upper rather than lowercase.
2012-03-23 01:08:13 +00:00
Justin Clark-Casey (justincc)
9949ac2f9f
refactor: Rename AvatarAnimations -> DefaultAvatarAnimations for code clarity since non-default animations are handled completely separately from this class
2012-03-22 00:10:41 +00:00
Justin Clark-Casey (justincc)
1a8769e6ef
Instead of loading default avatar animations in both SLUtil and AvatarAnimations, load just in AvatarAnimations instead.
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This lets us remove the dependency of OpenSim.Framework.dll on data/avataranimations.xml, which is not necessary for ROBUST.
This commit also takes care of the odd situation where animations are stored and used internally with uppercase names (e.g. "STAND")
but scripts refer to them with lowercase names (e.g. "sit").
2012-03-21 23:57:39 +00:00
Justin Clark-Casey (justincc)
ba163ab05b
Add method doc to SPA.Falling and use automatic private get property
2012-01-07 00:29:55 +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
Justin Clark-Casey (justincc)
55de189752
minor: remove some mono compiler warnings
2011-12-08 18:56:07 +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)
0ca8491bbe
refactor: Use just ScenePresenceAnimator.CurrentMovementAnimation rather than duplicating it with m_movementAnimation
2011-12-03 00:40:08 +00:00
Justin Clark-Casey (justincc)
5ba8ca5662
Rename ScenePresenceAnimator.GetMovementAnimation() -> DetermineMovementAnimation() for better code readability
2011-12-03 00:27:21 +00:00
Justin Clark-Casey (justincc)
96c191f4fd
Stop SP.HandleAgentUpdate() and PhysicsCollisionUpdate() from being processed if we're dealing with a child ScenePresence.
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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
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
01b6a4b62e
Remove some left over debug and reverse experimental reordering of ifs
2011-11-05 22:46:45 +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
Pixel Tomsen
b98442dcec
Animation-States Turning Left, Turning Right implemented/enabled
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http://opensimulator.org/mantis/view.php?id=3036
2011-10-04 00:27:11 +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)
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
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
Diva Canto
797ca8d0e7
Fixes the nudge movements!
2010-12-11 17:06:17 -08:00
Melanie
120f3a18f2
Correct some script constants.
2010-08-06 15:11:18 +01:00
Robert Adams
54a5b6f434
Reduce number of AvatarAnimations sent with large number of avatars
2010-04-13 18:50:08 -07:00
John Hurliman
df76e95aa2
Changed asset CreatorID to a string
2010-02-22 14:18:59 -08:00
John Hurliman
7665aad002
* Adds CreatorID to asset metadata. This is just the plumbing to support CreatorID, it doesn't modify database backends or OAR files to support storing/loading it
2010-02-22 13:27:17 -08:00
Revolution
9821c4f566
Revolution is on the roll again! :)
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Fixes: Undo, T-pose of others on login, modifiedBulletX works again, feet now stand on the ground instead of in the ground, adds checks to CombatModule. Adds: Redo, Land Undo, checks to agentUpdate (so one can not fall off of a region), more vehicle parts. Finishes almost all of LSL (1 function left, 2 events).
Direct flames and kudos to Revolution, please
Signed-off-by: Melanie <melanie@t-data.com >
2010-02-14 22:18:46 +00:00
Teravus Ovares (Dan Olivares)
e6c71d6df6
* Fixes Sitting on the ground.
2009-12-30 15:55:49 -05:00
Teravus Ovares (Dan Olivares)
16a64c400b
* Makes forward and backward key reactions faster by responding to the NUDGE type movements.
2009-12-30 15:01:14 -05:00
Teravus Ovares (Dan Olivares)
0639e90f56
* Bugfix mantis 4441, "Use of Autopilot isn't playing any animations."
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* Turns out the new animator used a different movement bitflag then the one used in the code to autopilot the avatar
2009-12-12 02:41:59 -05:00
Teravus Ovares (Dan Olivares)
7a2e8cb05f
* Fix Inconsistent line ending style on ScenePresenceAnimator
2009-12-01 10:47:18 -05:00
Teravus Ovares (Dan Olivares)
83694e5578
* Add a close method to the ScenePresenceAnimator that dereferences the class variables and make the ScenePresence Close method call it.
2009-11-30 14:03:20 -05:00
OpenSim Master
a3755d831d
Patch: Fix a bug in LAND animation when the TickCount wraps into negative numbers
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by Mic Bowman
Signed-off-by: Teravus Ovares (Dan Olivares) <teravus@gmail.com >
2009-11-25 14:13:29 -05:00
Teravus Ovares (Dan Olivares)
a642968fd5
* Reverting last commit.. because it just made it worse.
2009-11-25 04:00:52 -05:00
Teravus Ovares (Dan Olivares)
abddb60b8d
* Attempt number 1 to stop the repeating crouch animation that sometimes happens.
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* This tries to address it by correcting one potential bug where it never resets the falltimer.
* This tries to address it by telling Physics that we're not flying this step.. instead of waiting until the next step when the next agent update comes along.
2009-11-25 02:51:11 -05:00
Jeff Ames
9f5c2acd12
Formatting cleanup.
2009-11-23 11:26:06 +09:00
Justin Clark-Casey (justincc)
da255be05a
refactor: move AvatarAnimations, BinBVHAnimation
2009-11-17 16:25:52 +00:00
Justin Clark-Casey (justincc)
61c76d1810
refactor: move AnimationSet
2009-11-17 15:20:02 +00:00