Commit Graph

19510 Commits (26c5b329886e3bbf81e2c853ef2fc6d648ad5273)

Author SHA1 Message Date
UbitUmarov 2c498baf58 a bit faster collision sound type verification plus a few fixes/changes 2012-05-19 13:53:49 +01:00
UbitUmarov a2c64d9795 temp work: sounds simetric acording to materials, still 'window close' test sound. Included in coment full assimetric ( since seems we have files for it now ) case with some uuids 2012-05-19 12:25:31 +01:00
Melanie d69f197a5d Fix setting positions of attachments. The recent security fix regarding
prim entry messed it up.
2012-05-19 12:35:07 +02:00
UbitUmarov 9ecdef2686 modulate collision sound intensity with collision relative velocity for parts also 2012-05-19 02:04:10 +01:00
UbitUmarov 98a2c7bfee modulate collision sounds intensity with relative collision speed 2012-05-19 01:10:39 +01:00
UbitUmarov deb87e7890 fix character IsPhysical 2012-05-19 01:01:46 +01:00
UbitUmarov a7ece8c688 add colliders relative velocity projected in collision direction to collisions report information. 2012-05-19 00:17:37 +01:00
UbitUmarov 0d0c472181 removed redundant colision sounds. Temporary muted sounds ( returns at top of funtions ). 2012-05-17 23:15:07 +01:00
Melanie 24b35b7e93 Merge branch 'ubitwork' into avination
Conflicts:
	OpenSim/Region/Framework/Scenes/CollisionSounds.cs
2012-05-17 22:29:44 +02:00
Melanie 511fc663a2 Temprorarily disable collision sounds until we have some sound bites 2012-05-17 21:36:27 +02:00
UbitUmarov 7652b3a957 udp transfer: make number packets estimation coerent with number actually sent. Use the safer lower max packet size defined in os source (600) and not OMV one (1100). 2012-05-17 13:13:31 +01:00
UbitUmarov 6af78836a5 trigger collision sounds on active agent position for better spatial effect without using the detailed collision position. (current error will be half max physical prim size). Moved some checks from sop to collisionSound code 2012-05-17 12:17:29 +01:00
UbitUmarov e4231e95a9 increase avatars collisions report to 10 per sec, Stopped sound on avatar to volumedetect collision 2012-05-17 04:41:46 +01:00
UbitUmarov 038986baff add avatar colision sounds. Changed test sound UUID 2012-05-17 04:14:13 +01:00
UbitUmarov b743835f9e default colisionVolume is 0, use it only for user specified sound 2012-05-17 01:36:42 +01:00
UbitUmarov 7cbc54d92a default collision sounds. Incomplete, untested, needs revision 2012-05-17 01:04:30 +01:00
UbitUmarov 0de7219485 collision sounds: simplify send code a bit and limit sending rate to 5 per sec per part ??? 2012-05-16 23:36:37 +01:00
UbitUmarov ea47b03625 Added a invalidCollisionSoundUUID so that scripts can stop all collision sounds with llCollisionSound("",...). UUID.Zero means defaults should be used. In case part has several scripts with confliting llCollisionSound result depende on exec order. Specially on reset the efect of "" depends on reset order, it should override the others. This is intermediate improve(?) since collisions sounds seem to need a deaper revision. 2012-05-16 12:27:49 +01:00
UbitUmarov 81d7844f51 use part VolumeDetectActive and not rootPart.VolumeDetectActive to be coerent with other places in case of future changes. Should be equivalent if all is well. 2012-05-15 17:01:00 +01:00
UbitUmarov accab1e086 sop colisions don't play sounds on volume detectors 2012-05-15 16:56:43 +01:00
UbitUmarov ca14534b91 sop: - added UpdatePhysicsSubscribedEvents() to update physics ator collision events subcription where needed. Made it consider also VolumeDtc and phantom cases. - added extra calls to it on physics ator proprieties changes. - Fixed land collisions reports. - Handle the case of physics sending a last zero colisions reports to trigger collision_end. - Made the physics collisions report rate be 20 per second. (needs review/testing) 2012-05-15 15:54:02 +01:00
UbitUmarov 9d67523235 ubitODE: if stopped having collisions do report zero colisions once, so collision_end event can be triggered. Changed reports rate to the requested rate and not full ode rate. 2012-05-15 15:45:01 +01:00
UbitUmarov 338be76e0a ubitODE: fix not reporting land collisions on same cases. 2012-05-15 13:41:13 +01:00
Melanie 995cd25f30 Port the mel/dahlia fix 2012-05-15 02:36:11 +02:00
UbitUmarov 325973d36f don't send colision events to volume detectors 2012-05-15 01:40:46 +01:00
Melanie ebdbaba615 Merge branch 'ubitwork' into avination 2012-05-15 00:17:52 +02:00
UbitUmarov 1b81ce303e Merge branch 'avination' into ubitwork 2012-05-15 00:04:40 +01:00
UbitUmarov 0fb663272a make llGetCameraPos and llGetCameraRot apply to avatar that granted permission and not owner 2012-05-14 23:42:45 +01:00
Melanie e9e797b681 Fix an omission 2012-05-15 00:15:44 +02:00
Melanie e3c376156c Completely revamp collision handling. Now works as it is supposed to. 2012-05-14 22:45:54 +02:00
Melanie e78043cb70 Check parcel entry permissions when moving objects 2012-05-14 01:32:22 +02:00
Melanie 59826c15ce Allow non-gods to deed no-mod objects 2012-05-14 01:21:10 +02:00
UbitUmarov 9870d7e4e7 ubitODE fix force in case of mlinear motor offset present 2012-05-13 01:28:20 +01:00
UbitUmarov 9b7023a159 display a sleep time of zero if forced spare time to zero, when sim fps is lower than desired, for better display coerence. 2012-05-12 17:58:36 +01:00
UbitUmarov 7461fe4554 TEST MESS* reduce animation packets send. Added onchangeanim event with parameters to define if to add or remove, and if to send anims pack on that evocation, etc 2012-05-12 15:27:37 +01:00
UbitUmarov cf8b7c8aff Merge branch 'avination' into ubitwork 2012-05-12 14:10:15 +01:00
UbitUmarov 4d98a291a2 ubitODE let vehicles responde faster to changes of some parameters like motors decay times 2012-05-12 14:00:08 +01:00
UbitUmarov 792e8db456 ubitODE reduced again a bit the max allowed correction velocity on colisions, to reduce a bit bouncing inerent to colisions. 2012-05-12 13:44:47 +01:00
UbitUmarov 46095c963c ubitODE: trial workaround for avatar colisions 2012-05-12 12:17:28 +01:00
UbitUmarov 8dd5f08b6e revert terminal vel reduction. It helped but not efective 2012-05-11 15:53:31 +01:00
Talun e618194143 Mantis 6015 new LSL function llGetAgentList.
Details in the lsl wiki
2012-05-11 02:25:52 +01:00
UbitUmarov 3c37bc2851 reduce avatars terminal velocity to less than 30m/s or colisions with basic boxs fail badly. (ode lib problem. chode just may support a bit higher velocity due to the use of tilt). 2012-05-10 22:44:12 +01:00
UbitUmarov d0c0d37d24 ubitode: changes to vehicles servos 2012-05-10 16:17:02 +01:00
Melanie d3844d142d Merge branch 'ubitwork' into avination 2012-05-07 23:03:57 +02:00
Melanie 74eafb78eb Fix moving no-mod objects. Fixes a regression introduced with the undo fix 2012-05-07 23:03:07 +02:00
UbitUmarov 75c51f33c4 minor change to linear motor decay 2012-05-07 21:44:24 +01:00
UbitUmarov 2ab9588c9a UbitODE: reduced the diference btw dinamic and static friction, making dinamic larger more identical to static. 2012-05-05 11:03:38 +01:00
UbitUmarov e3226aecd9 SOG: tell physics about when we want a force or a impulse. (sorry add to change here also) 2012-05-05 10:47:51 +01:00
UbitUmarov 3b78e33d16 ubitODE prims: - moved outbounds checking back to UpdatePositionAndVelocity() from move() so it's done at end of each ode step and when it reports positions to core. There should be no need to check in both places. - Addforce() and AddAngularForce now apply a force if parameter pushforce is true or apply a impulse if false as it's actually needed (the prims grab case should be a force) 2012-05-05 10:40:03 +01:00
UbitUmarov 163a86517a force lower avatar density for testing 2012-05-05 03:28:35 +01:00