UbitUmarov
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52cd923c2e
fix typos
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há 3 anos atrás |
UbitUmarov
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b8bea0bd69
mantis 8944: do not trigger moving_end if kfm is alreadu stopped
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há 3 anos atrás |
UbitUmarov
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c92ba1cc04
shut up some pesty warnings
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há 6 anos atrás |
UbitUmarov
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f921ad005f
KFM: changes on update method implies other changes. Still not that good. Note: objects motion timing can't be done using timers. On windows at least, those can have jitter of tens of ms
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há 7 anos atrás |
UbitUmarov
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9ae26fc5af
store kfm on inventory. this may still be a bit confusing on rez
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há 7 anos atrás |
UbitUmarov
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cd15de628d
don't start moving KFM things on region start that where stopped on last shutdown
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há 7 anos atrás |
UbitUmarov
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4ef64d4425
trigger moving_end also KFM stop and pause
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há 7 anos atrás |
UbitUmarov
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101413ddd9
make KFM use scheduled terse updates. This may increase some rubber band, but is needed, and should work better with recent changes on sop terseupdates control
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há 7 anos atrás |
UbitUmarov
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056b765fbc
mantis 8130: improve keyframes motion
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há 7 anos atrás |
Melanie Thielker
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b16abc8166
Massive tab and trailing space cleanup
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há 8 anos atrás |
Robert Adams
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e5367d822b
Merge of ubitworkvarnew with opensim/master as of 20150905.
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há 9 anos atrás |
UbitUmarov
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a11edceb00
seems to compile ( tests comented out)
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há 9 anos atrás |
UbitUmarov
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371c9dd2af
bad merge?
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há 9 anos atrás |
Diva Canto
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ce2c67876e
More namespace and dll name changes. Still no functional changes.
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há 9 anos atrás |
Diva Canto
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2c0cad6dd3
Renamed the namespaces too
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há 9 anos atrás |
Jeff Kelley
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e1a455eae5
Fix multiple moving_end and add moving_start to llSetKeyframedMotion
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há 9 anos atrás |
UbitUmarov
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525322efa2
bug fix
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há 10 anos atrás |
UbitUmarov
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242bb425f3
fix positions on same frames transitions
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há 10 anos atrás |
UbitUmarov
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483afe6867
remove creative hack and try to fix
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há 10 anos atrás |
Oren Hurvitz
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99ac770abb
Close streams immediately when we finish using them
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há 10 anos atrás |
Melanie Thielker
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e1b2ecdfdc
Merge branch 'avination-current'
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há 10 anos atrás |
Oren Hurvitz
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a893fd90cd
Fixed KeyframeMotion to work with very slow movement.
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há 10 anos atrás |
Oren Hurvitz
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0237d9113d
Don't start KeyframeMotion timers until all the regions are ready. This prevents problems in megaregions (prims that think they've crossed over to other regions).
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há 11 anos atrás |
UbitUmarov
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8ad7f2ce2d
Merge branch 'avination-current' of ssh://3dhosting.de/var/git/careminster into avination-current
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há 11 anos atrás |
teravus
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120b6948ed
* This fixes the border crossing offsets by storing the final keyframe location in the hijacked variable KeyFrame.AngularVelocity. When steps in OnTimer <= 0.0, normalize the final position by Constants.RegionSize and move the object there. The hack here is KeyFrame.AngularVelocity probably isn't the right name for this variable because it's the un-mucked with keyframe position. When you determine the feasibility of changing the name without affecting the serialization of existing objects in world... It's simply a name change to KeyFrame.FinalPosition or something proper.
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há 11 anos atrás |
Melanie
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f7378829c3
Fix the root cause of keyframe motion region crossing offset - UpdateSceneObject
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há 11 anos atrás |
teravus
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e0399ccaec
* This fixes the border crossing offsets by storing the final keyframe location in the hijacked variable KeyFrame.AngularVelocity. When steps in OnTimer <= 0.0, normalize the final position by Constants.RegionSize and move the object there. The hack here is KeyFrame.AngularVelocity probably isn't the right name for this variable because it's the un-mucked with keyframe position. When you determine the feasibility of changing the name without affecting the serialization of existing objects in world... It's simply a name change to KeyFrame.FinalPosition or something proper.
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há 11 anos atrás |
teravus
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58359788a9
Revert "* This increases accuracy when border crossing (the reason is.. the border crossing code will use velocity to predict where the object should be, so setting it to zero. It still looses about 0.0045 per loop."
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há 11 anos atrás |
teravus
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55400ff7be
* This increases accuracy when border crossing (the reason is.. the border crossing code will use velocity to predict where the object should be, so setting it to zero. It still looses about 0.0045 per loop.
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há 11 anos atrás |
Justin Clark-Casey (justincc)
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af9b17c545
minor: remove mono compiler warnings related to keyframe code
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há 11 anos atrás |