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
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.
This works by serializing and deserializing NPC AvatarAppearance to a notecard in the prim inventory and making the required baked textures permanent.
By using notecards, we avoid lots of awkward, technical and user-unfriendly issues concerning retaining asset references and creating a new asset type.
Notecards also allow different appearances to be swapped and manipulated easily.
This also allows stored NPC appearances to work transparently with OARs/IARs since the UUID scan will pick up and store the necessary references from the notecard text.
This works in my basic test but is not at all ready for user use or bug reporting yet.
I haven't been able to test this since the viewer won't parse the llCastRay() function. Maybe some activation cap is missing. Could wait until it is activated by default in the viewer.
This is a slight adaptation of the patch in http://opensimulator.org/mantis/view.php?id=4568 which doesn't apply directly since the underlying code was changed by earlier makopoppo patches.
Thanks makopoppo!
This is effectively a copy/paste from 459323a, which should be refactored sometime.
This seems the obvious problem from field reports but I have not tested the fix myself. Feedback welcome.
implement the display names functionality as such, but it allows scripts
that are display name aware to function as if the display name were implemented
and set to the avatar name.
Even though we don't use the results, just getting the regions may have side effects in making hypergrid links available for the later World.RequestTeleportLocation()
We're putting in a string of format "<region name><x pos floor int><y pos floor int><z pos floor int> which appears to be the expected value.
This resolves http://opensimulator.org/mantis/view.php?id=5356
this previous commit tries to look up the texture by name first before just using the uuid.
this allows correct resolution of inventory textures which have uuids as names.
Remove the too coarse CanEditParcel method in favor of a CanEditParcelProperties
method that takes a GroupPowers argument to specify what action is to be
taken. Also, make the method to set parcel data much more granular. Permissions
in a deeded setting should now work.
Added the following replacement functions for compliance to the OSSL standards stated on the wiki:
osGetTerrainHeight
osSetTerrainHeight
osGetSunParam
osSetSunParam
osSetPenColor
The functions that do not comply to the standard give a warning when used but work normally otherwise.
The graphics primitive drawing command "PenColor" has also been added as well as dynamic texture parameter "bgcolor" as an alternative to "bgcolour".
The following two functions have been renamed because they are not enabled yet aynway:
osWindParamSet => osSetWindParam
osWindParamGet => osGetWindParam