Historique des commits

Auteur SHA1 Message Date
  UbitUmarov 52cd923c2e fix typos il y a 3 ans
  UbitUmarov b8bea0bd69 mantis 8944: do not trigger moving_end if kfm is alreadu stopped il y a 3 ans
  UbitUmarov c92ba1cc04 shut up some pesty warnings il y a 6 ans
  UbitUmarov 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 il y a 7 ans
  UbitUmarov 9ae26fc5af store kfm on inventory. this may still be a bit confusing on rez il y a 7 ans
  UbitUmarov cd15de628d don't start moving KFM things on region start that where stopped on last shutdown il y a 7 ans
  UbitUmarov 4ef64d4425 trigger moving_end also KFM stop and pause il y a 7 ans
  UbitUmarov 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 il y a 7 ans
  UbitUmarov 056b765fbc mantis 8130: improve keyframes motion il y a 7 ans
  Melanie Thielker b16abc8166 Massive tab and trailing space cleanup il y a 8 ans
  Robert Adams e5367d822b Merge of ubitworkvarnew with opensim/master as of 20150905. il y a 9 ans
  UbitUmarov a11edceb00 seems to compile ( tests comented out) il y a 9 ans
  UbitUmarov 371c9dd2af bad merge? il y a 9 ans
  Diva Canto ce2c67876e More namespace and dll name changes. Still no functional changes. il y a 9 ans
  Diva Canto 2c0cad6dd3 Renamed the namespaces too il y a 9 ans
  Jeff Kelley e1a455eae5 Fix multiple moving_end and add moving_start to llSetKeyframedMotion il y a 9 ans
  UbitUmarov 525322efa2 bug fix il y a 10 ans
  UbitUmarov 242bb425f3 fix positions on same frames transitions il y a 10 ans
  UbitUmarov 483afe6867 remove creative hack and try to fix il y a 10 ans
  Oren Hurvitz 99ac770abb Close streams immediately when we finish using them il y a 10 ans
  Melanie Thielker e1b2ecdfdc Merge branch 'avination-current' il y a 10 ans
  Oren Hurvitz a893fd90cd Fixed KeyframeMotion to work with very slow movement. il y a 10 ans
  Oren Hurvitz 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). il y a 11 ans
  UbitUmarov 8ad7f2ce2d Merge branch 'avination-current' of ssh://3dhosting.de/var/git/careminster into avination-current il y a 11 ans
  teravus 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. il y a 11 ans
  Melanie f7378829c3 Fix the root cause of keyframe motion region crossing offset - UpdateSceneObject il y a 11 ans
  teravus 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. il y a 11 ans
  teravus 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." il y a 11 ans
  teravus 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. il y a 11 ans
  Justin Clark-Casey (justincc) af9b17c545 minor: remove mono compiler warnings related to keyframe code il y a 11 ans