Melanie
dc24ac4f20
Merge commit '120114e96becc6fee1311300359dcefaf4013c0e' into bigmerge
2011-10-25 02:54:34 +01:00
Melanie
496c647ab5
Merge commit 'de161585c0960a93911f446f0179441ba5470245' into bigmerge
2011-10-25 02:27:26 +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
Justin Clark-Casey (justincc)
120114e96b
refactor: Make IClientAPI.DebugPacketFormat a property rather than a setter without a getter
2011-10-17 20:50:29 +01:00
Justin Clark-Casey (justincc)
de161585c0
Implement osNpcStand(<npc-id>)
...
Allows you to stand an NPC that has sat.
2011-10-17 01:56:25 +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
Melanie
ca74088d94
Change default groups messaging module in hardcode to the empty string.
...
Modules should not assume thet they are the one and only, but only be
enabled when explicitly configured.
2011-10-12 09:21:46 +01:00
Melanie
d2dc2316c2
Merge branch 'master' into bigmerge
2011-10-12 09:26:35 +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
f5e78ca616
Merge commit '146322eb34c15a5722cfe42dd012821ddf441fe6' into bigmerge
...
Conflicts:
OpenSim/Region/OptionalModules/World/TreePopulator/TreePopulatorModule.cs
2011-10-12 01:31:34 +01:00
Melanie
a9af618842
Merge commit '460946ad62b682c7a942751f192ca9e96b662f0e' into bigmerge
...
Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
2011-10-11 23:32:16 +01:00
Melanie
652c59c0a9
Merge commit 'd358125cac4e01194dae4b1f0bc9afc87e463f76' into bigmerge
2011-10-11 22:42:18 +01:00
Melanie
2e47d24832
Merge commit '241e07d006fad1b54e088d8a9ddede0b98a1e800' into bigmerge
...
Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
2011-10-11 22:41:51 +01:00
Melanie
6101de2316
Merge commit '8159fd7110459246ff61a41800899f5d854eceee' into bigmerge
...
Conflicts:
OpenSim/Region/Framework/Scenes/ScenePresence.cs
2011-10-11 22:32:10 +01:00
Dan Lake
146322eb34
Removed redundant IClientAPI calls from TreePopulatorModule. Removing tree objects already triggers objectkill packet to client. No need to send again.
2011-10-04 16:59:05 -07:00
Dan Lake
460946ad62
Removed redundant code in AttachmentsModule and simplified interfaces which converted back and forth between ScenePresence and IClientAPI. More to be done still.
2011-10-03 16:44:32 -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)
241e07d006
Move code which handles NPC movement into Scene so that this can also be used by Autopilot coming from the client side.
...
I thought that I had implemented this but must have accidentally removed it.
Adds a regression test to detect if this happens again.
Temporarily disables automatic landing of NPC at a target. Will be fixed presently.
2011-09-21 23:56:11 +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
Tom
5484c9b585
Bring us up to date.
2011-09-14 19:11:32 -07:00
Justin Clark-Casey (justincc)
f5eace6781
Fix test failure. Oversight in setting up the tests themselves.
2011-09-08 21:54:40 +01:00
Justin Clark-Casey (justincc)
9615292133
Centralize module setup for NPC tests.
...
This is overkill for some tests since they dont' need all the modules, but I think the gain in code readability is worth it
2011-09-08 21:06:10 +01:00
Justin Clark-Casey (justincc)
96a3b68086
Remember to set and unset the fire and forget method at the top of the attachment and npc tests
2011-09-08 20:59:52 +01:00
Justin Clark-Casey (justincc)
bd5d2cb043
Use scene presence agent id for rezzed object ownership rather than item owner.
...
These should be identical. However, the item isn't available when rezzing npc attachments.
2011-09-08 20:51:52 +01:00
Tom
03f6734f43
First set of merge fixes
2011-09-07 09:42:18 -07:00
Tom
66dec3b874
Resolve merge commits, stage 1
2011-09-04 07:06:36 -07:00
Justin Clark-Casey (justincc)
7eca929686
Eliminate pointless checks of SOG.RootPart != null
...
It's never possible for SOG to have no RootPart, except in the first few picosends of the big bang when it's pulled from region persistence or deserialized
2011-09-01 02:11:00 +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)
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)
04bafd2122
refactor: Move ScenePresence.RezAttachments() into AttachmentsModule
...
This adds an incomplete IScenePresence to match ISceneEntity
2011-08-30 23:06:10 +01:00
Mic Bowman
384cb79a1a
Merge branch 'master' into bulletsim
...
Conflicts:
OpenSim/Region/Framework/Scenes/SceneManager.cs
2011-08-19 14:49:16 -07:00
Justin Clark-Casey (justincc)
c9e6b7bd10
Stop NPC's getting hypergrid like names in some circumstances.
...
This meant punching in another AddUser() method in IUserManagement to do a direct name to UUID associated without the account check (since NPCs don't have accounts).
May address http://opensimulator.org/mantis/view.php?id=5645
2011-08-19 00:45:22 +01:00
Robert Adams
fef73a1a10
BulletSim: add runtime setting of physics parameters. Update default values.
2011-08-18 14:32:09 -07:00
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)
acfdca34fd
Fix issue where loading a new appearance onto an NPC would not remove the previous attachments from the scene.
...
Addresses http://opensimulator.org/mantis/view.php?id=5636
2011-08-17 01:35:33 +01:00
BlueWall
0784791a44
Add "shutdown" message to RegionReady
...
Add "shutdown" message when removing region.
From a patch submitted by Michelle Argus.
Thanks Michelle
2011-08-15 16:21:04 -04:00
Justin Clark-Casey (justincc)
4b88f04c0a
minor: On "login disable/enable" always tell the user the final login status, rather than remaining silent if it was already on/off
2011-08-12 22:46:42 +01:00
Justin Clark-Casey (justincc)
2169cf04f9
When saving appearance, only save the baked textures, not the other face textures (which are already stored permanently)
2011-08-12 01:24:15 +01:00
Justin Clark-Casey (justincc)
65c4b8d37b
Fix kicking of NPCs via "kick user" console command.
...
Needed to hook up the Close() function in the NPCAvatar IClientAPI implementation, which [unfortunately] is still needed
2011-08-12 00:51:05 +01:00
Justin Clark-Casey (justincc)
50945dd560
add regression test for osNpcCreate when cloning an in-region avatar
2011-08-11 21:43:26 +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)
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)
7f499ff3f3
Add a OS_NPC_LAND_AT_TARGET option to osMoveToTarget()
...
Default for this function is now not to automatically land.
This allows better control by scripts when an avatar is going to be landing on a prim rather than the ground.
Stopping the avatar involves faking a collision, to avoid the pid controller making it overshoot.
A better approach would be to gradually slow the avatar as we near the target
2011-08-10 23:56:19 +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)
195c1dc9b8
implement osNpcStopMoveTo() to cancel any current move target
2011-08-10 00:26:38 +01:00
Justin Clark-Casey (justincc)
cba54090c7
When an NPC appearance is loaded, rez the attachments too
2011-08-09 23:25:52 +01:00