Melanie
|
7305d2e0ef
|
Merge branch 'ubitwork' into avination
|
2012-05-21 07:32:27 +02:00 |
UbitUmarov
|
32e63fc04f
|
missing update script events call
|
2012-05-20 17:30:01 +01:00 |
UbitUmarov
|
11f582b26d
|
minor changes
|
2012-05-20 13:18:15 +01:00 |
UbitUmarov
|
2767574d0f
|
fix m_sitAvatarHeight to be half size.z, reduced default to a more resonable value ( 1m);
|
2012-05-19 18:10:44 +01:00 |
UbitUmarov
|
10889c86d9
|
reduce useless waste of cpu. Make character collision events be done similiar to parts. Let same thread do it all ( like in parts ) ( to change this some structs copies must be added)
|
2012-05-19 16:35:48 +01:00 |
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 |
UbitUmarov
|
6b3135aa4d
|
UbitODE: leave avatar 'freemove' state (entered on setmomentum) on any significant change like new 'velocity' or new position, etc, requests
|
2012-05-04 22:24:04 +01:00 |
Melanie
|
197163e12a
|
Fix teleporting from older to newer regions
|
2012-05-04 21:00:41 +02:00 |
Melanie
|
333d013b5c
|
Add the default animation to the child agent data update
|
2012-05-04 20:33:48 +02:00 |
Melanie
|
b5b21013da
|
Reverse the order of physics event unsubscription to allow GC. Adapted from Unit's reverted patch
|
2012-05-04 20:06:42 +02:00 |
Melanie
|
1183310a05
|
Retain velocity on walking crossing - adapted from Ubit's reverted patch
|
2012-05-04 20:05:51 +02:00 |
Melanie
|
88c4c7283f
|
Revert "*TO TEST/REVIEW* added current default animation in animationSet.cs to/fromArray in array element 0. This may cause compatibilities issues, but think this information is needed for proper crossings. OSG regions did survived tps in/out with this. ALso added velocity in crossings cases, for now detected by Teleport flag equal to Default (0);"
This reverts commit 12c9916193 .
|
2012-05-04 20:02:14 +02:00 |
UbitUmarov
|
12c9916193
|
*TO TEST/REVIEW* added current default animation in animationSet.cs to/fromArray in array element 0. This may cause compatibilities issues, but think this information is needed for proper crossings. OSG regions did survived tps in/out with this. ALso added velocity in crossings cases, for now detected by Teleport flag equal to Default (0);
|
2012-05-04 19:19:54 +01:00 |
UbitUmarov
|
58a1a0710c
|
SOG copy bug fix, now new group has own empty list of sitted avatars. Also changed crossing code to restore sitting avas in case of group cross fail
|
2012-05-04 11:32:37 +01:00 |
Melanie
|
2af7f50f26
|
Stabilize sit position on region crossing
|
2012-05-03 02:07:55 +02:00 |
Melanie
|
9f9693dab8
|
Clear permissions given to the object we stand up from
|
2012-05-03 01:18:51 +02:00 |
UbitUmarov
|
a135e51d23
|
Improved sitted avatars crossings ( plus tests on vehicles)
|
2012-05-02 22:08:09 +01:00 |
Melanie
|
82197c87a2
|
Merge branch 'ubitwork' into avination
|
2012-05-02 00:33:37 +02:00 |
Melanie
|
98e9f22544
|
Preserve attachment rotation on objects rezzed via a script. Makes toasters
work right, finally.
|
2012-05-02 00:29:56 +02:00 |
Melanie
|
fc3cf2b5a3
|
Fix saving of attachment positions
|
2012-05-01 23:21:28 +02:00 |
UbitUmarov
|
303739622c
|
ubitODE fix applyROtationImpulse, let vehicle hover be relative to root prim and not center of mass ( as SL docs said) updated some flags to current ones
|
2012-04-29 11:46:16 +01:00 |
UbitUmarov
|
be176b1e49
|
ubitode fix inertia for same cases. Added a nasty lock on llGetCenterOfMass and simulate
|
2012-04-29 08:24:41 +01:00 |
UbitUmarov
|
84b5b3e89b
|
llGetGeometricCenter...
|
2012-04-29 06:39:09 +01:00 |
UbitUmarov
|
c7c0d5558b
|
remove repeated set of group rotation to physics
|
2012-04-29 01:00:46 +01:00 |
UbitUmarov
|
df9935273f
|
SOG bug fix in group rotations updates
|
2012-04-29 00:41:51 +01:00 |
UbitUmarov
|
dd745f60c2
|
fix llGetCenterOfMass ( checked with ubitODE only)
|
2012-04-28 21:36:38 +01:00 |
UbitUmarov
|
e48fa38ff5
|
Oooops don't hover underground but do hover
|
2012-04-27 23:18:54 +01:00 |
UbitUmarov
|
f5cb403e7e
|
reorder priority of vehicle hover flags
|
2012-04-27 22:59:57 +01:00 |
UbitUmarov
|
ee237fc5df
|
test
|
2012-04-27 12:19:22 +01:00 |
UbitUmarov
|
8ef7df5a56
|
test
|
2012-04-27 11:01:34 +01:00 |
UbitUmarov
|
2006188ee5
|
test
|
2012-04-27 10:49:32 +01:00 |
UbitUmarov
|
2419de2b6d
|
test
|
2012-04-27 10:10:31 +01:00 |
UbitUmarov
|
fedc9eb105
|
itest
|
2012-04-27 09:50:53 +01:00 |
UbitUmarov
|
1c735facee
|
test
|
2012-04-27 09:23:20 +01:00 |
UbitUmarov
|
cadbfcc011
|
itest
|
2012-04-27 09:15:31 +01:00 |
UbitUmarov
|
b948826b7e
|
test
|
2012-04-27 09:09:29 +01:00 |
UbitUmarov
|
7a7f4b7722
|
testing
|
2012-04-27 09:00:30 +01:00 |
UbitUmarov
|
03450dee39
|
testing....
|
2012-04-27 08:11:18 +01:00 |
UbitUmarov
|
6edbbdc83a
|
ubitODE fix don't report colisions with a volume detector ( only report to it )
|
2012-04-27 06:00:50 +01:00 |
UbitUmarov
|
e974d493c6
|
testing
|
2012-04-27 03:44:15 +01:00 |
UbitUmarov
|
d8f691664a
|
testing
|
2012-04-27 03:36:49 +01:00 |
UbitUmarov
|
76d9040ed4
|
testing
|
2012-04-27 02:54:39 +01:00 |
UbitUmarov
|
911bc81b00
|
testing
|
2012-04-27 02:13:54 +01:00 |
UbitUmarov
|
a64a9e48de
|
TESTING
|
2012-04-27 01:43:27 +01:00 |
UbitUmarov
|
30ab9647ba
|
TEST more changes
|
2012-04-27 01:24:44 +01:00 |
UbitUmarov
|
61e99fba87
|
TEST more options to avnLocalTeleport
|
2012-04-27 01:18:30 +01:00 |
UbitUmarov
|
2cf6023892
|
TEST added avnLocalTeleport(Vector3 newpos, Quaternion? newrot, bool Stopped) to scenepresence.cs
|
2012-04-27 01:06:07 +01:00 |
UbitUmarov
|
fc576df273
|
revert last add commit
|
2012-04-26 18:24:36 +01:00 |
UbitUmarov
|
f194c48cd3
|
add wearable type PHYSICS
|
2012-04-26 17:42:11 +01:00 |
UbitUmarov
|
fd19601c6b
|
Help big boobies to dance (avatar visualParams). May not persist and need more lobe ?
|
2012-04-26 16:17:46 +01:00 |
UbitUmarov
|
22ea2ef9a0
|
set PIDHoverTau and not PIDTau since all physics need that
|
2012-04-25 17:11:32 +01:00 |
UbitUmarov
|
3da613adf5
|
fix chODE loosing some part positions when doing isPhysical false
|
2012-04-24 23:13:57 +01:00 |
UbitUmarov
|
816a44d6da
|
SOG bug fix in UI object changes
|
2012-04-24 21:48:12 +01:00 |
UbitUmarov
|
f0ba6c84e4
|
fix animations if sited in ground also
|
2012-04-24 07:27:14 +01:00 |
UbitUmarov
|
a4b76a42cc
|
let objects/avas push avas
|
2012-04-24 06:56:34 +01:00 |
UbitUmarov
|
1848ceac95
|
"save the catgirls"
|
2012-04-24 05:42:47 +01:00 |
UbitUmarov
|
1cfee4e84c
|
display heatbeat sleep time in stats. This may not be good for general use, but for testing/debug
|
2012-04-24 04:57:59 +01:00 |
UbitUmarov
|
95bb2049a0
|
fix Simulation time report
|
2012-04-24 04:01:29 +01:00 |
UbitUmarov
|
f1d6b3e710
|
some reduction on time resolution efects on spare time report
|
2012-04-24 03:38:13 +01:00 |
UbitUmarov
|
b019b20eb8
|
*testing* changed stats time reports to be per reported frame and not acumulated in about 1second. Total Frame Time is not just 1/reported sim fps
|
2012-04-24 03:05:29 +01:00 |
UbitUmarov
|
5a8fdc8a0b
|
ubitODE - do own timing control (as chODE does) until heartbeat does it right
|
2012-04-23 20:16:53 +01:00 |
UbitUmarov
|
e0f81e2400
|
ubitODE - several changes...
|
2012-04-23 01:47:11 +01:00 |
UbitUmarov
|
26fd1e3a0c
|
fix a bug i added fixing another....
|
2012-04-22 03:08:47 +01:00 |
UbitUmarov
|
190e7a4334
|
ubitODE: - don't try to hover underground unless volumedetector (that doesn't colide with it)
|
2012-04-21 05:16:54 +01:00 |
UbitUmarov
|
3b56c44453
|
changed seletion code. SOP now knows about parts selection. UI actions are sent to SOP and this reports to SOG. Group is selected if any part is selected.sop.isSelect get() is only used in SOG. Will need to be improved for better performance on largelinksets. *UNTESTED* NEEDS CHECKING for side efects
|
2012-04-20 18:51:32 +01:00 |
UbitUmarov
|
2c7f035925
|
ubitODE: - Change triangles used in terrain height estimation
|
2012-04-20 04:49:23 +01:00 |
UbitUmarov
|
ec6347f987
|
ubitODE - again avatar/terrain collision. Reduce new viewers interpolators efects reporting null velocity and aceleration when stopped near the right position, where they can still have instantanius large values that can get magnified by interpolators, specially using diferent timing estimation.
|
2012-04-20 03:17:36 +01:00 |
UbitUmarov
|
aeb5aed5b7
|
changed - VolumeDetect and phantom setting interaction. Script VD(true) forces phantom ON. UI phantom off turns off VD. Other transitions should only change specific parameter. This is not as current SL. - Fixed volumedetect prims being wrongly removed from physics.
|
2012-04-19 23:01:22 +01:00 |
UbitUmarov
|
9b02e1cf4a
|
Merge branch 'master' of ssh://3dhosting.de/var/git/careminster into ubitwork
|
2012-04-19 01:52:23 +01:00 |
Melanie
|
411bd0574d
|
Allow setting a specific target velocity on TeleportWithMomentum
|
2012-04-18 22:16:59 +02:00 |
Melanie
|
5936e0c376
|
Allow scripts in attachments owned by the NPC to control the NPC
|
2012-04-18 19:51:27 +02:00 |
UbitUmarov
|
08714a0d38
|
ubitODE still retouching character pid
|
2012-04-18 03:59:38 +01:00 |
UbitUmarov
|
7f42069295
|
ubitODE - retouch character PIDs
|
2012-04-18 03:02:28 +01:00 |
Melanie
|
0fe0b2ceec
|
Prevent objects rezzed in sim from being seen as attachments and becoming uneditable or crashers. (Foxtail of death)
|
2012-04-17 23:39:41 +02:00 |
UbitUmarov
|
9464fcebcd
|
ubitODE: prims - update managed dinamic parameters from unmanaged at ODE rate and not heartbeat.
|
2012-04-17 16:49:08 +01:00 |
UbitUmarov
|
9132c9e499
|
ubitODE: - character managed ode was only getting position etc from unmanaged at heartbeat rate like core ode. Now do it at ODE rate in move(..). UpdatePositionAndVelocity() called once per heartbeat is now empty.
|
2012-04-17 15:50:14 +01:00 |
UbitUmarov
|
d7e2454281
|
ubitODE: - made avatar/ground collision pid servo a bit softer since seems a bit unstable with small avas in AVI even if fine on my testsite - Removed reading of PID parameters from config files since that only serves to mess things up and adds more unknowns
|
2012-04-17 14:24:13 +01:00 |
UbitUmarov
|
36207b88ff
|
ubitODE: bug fix let avatars colide with volume detectors
|
2012-04-17 01:00:50 +01:00 |
Melanie
|
d30b18b1de
|
Merge branch 'ubitwork'
|
2012-04-17 00:09:04 +02:00 |
UbitUmarov
|
723015e4f0
|
fix (http://opensimulator.org/mantis/view.php?id=5965) llGetObjectMass was bad for sitted avatars not checking for the null physicsactor
|
2012-04-16 21:58:25 +01:00 |
UbitUmarov
|
6480b72eda
|
ubitODE: - fix remove characters from default raycasts filters as older code (or camera is very odd) - Slow down avatar if velocity is higher than 50m/s as in chODE
|
2012-04-16 19:44:02 +01:00 |
Melanie
|
adb629a416
|
Merge branch 'ubitwork'
|
2012-04-16 20:02:15 +02:00 |
UbitUmarov
|
fff5c61ae8
|
chODE: if character velocity > 50m/s apply breaks. In free fall this will give a terminal velocity +- 60m/s
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2012-04-16 17:47:17 +01:00 |
UbitUmarov
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04ed5519a5
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chODE bug fix
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2012-04-16 17:14:31 +01:00 |
UbitUmarov
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f05a977afa
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Let llCastRay use ubitODE raycast if avaiable plus a few changes/fixes that should be checked. PROBLEM: it will not detect nonphysical phantons :(
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2012-04-16 16:35:35 +01:00 |
UbitUmarov
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25a2f97bc2
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added suport funtions for ubitODE raycastFiltered
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2012-04-16 16:33:57 +01:00 |
Melanie
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03139f07d7
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Downgrade an error log message to info because there is nothing we can do if
an asset is damaged so it should not spew red ink.
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2012-04-16 17:32:30 +02:00 |
UbitUmarov
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86a2169d73
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ubitODE + physmanager: - Revised use of ODE collisions categories and bits(flags) for better use as filters together with top spaces (for example physical prims are on topactivespace and not physical are on topstaticspace) - Added new world raycast with filters. This blocks calling thread with a timeout of 500ms waiting for heartbeat ode thread signal job done. - Don't let ode bodies being disabled for 2 long except for vehicles. This is necessary to detect when the object is at rest at top of other and that is removed. Assume that vehicles can be enabled by used action.
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2012-04-16 16:16:55 +01:00 |
UbitUmarov
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3999822e13
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Use chode character actor.SetMomentum() to force full restore Velocity in scenepresence TeleportWithMomentum(), since actor.Velocity was selected by original coders as the input of a desired velocity (even 'forces') that is modified by character conditions, like not changing velocity.Z if it is in free fall.
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2012-04-14 05:07:52 +01:00 |
UbitUmarov
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b574d43c5d
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Use presence absolute position to request raycast to camera. Used m_pos maybe a sitting offset. For reasons i don't understand that also seems to crash ode more when i let this rays colide with heighmaps (ubitODE with normal ode lib).
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2012-04-13 20:34:56 +01:00 |
UbitUmarov
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5da77e047a
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don't do Animator.UpdateMovementAnimations() in scenepresence RegionHeartbeatEnd if agent is sitting. Also restore Velocity in teleportWithMomentum()
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2012-04-13 17:50:03 +01:00 |
UbitUmarov
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c4a9eae961
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make llGetGeometricCenter() work as in current SL. Now this is not real geom center but a average of positions relative to root prim ignoring prims details, so no need to use physics engine.
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2012-04-09 23:33:42 +01:00 |
UbitUmarov
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39079a62c0
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chODE and ubitODE always return prim mass (they where returning object mass on physical prims) so SOG can do the total add. (ubitODE as more code to use a simpler terrain geom on a modified ode lib but should do autodetect and work with normal lib).
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2012-04-09 20:58:40 +01:00 |
UbitUmarov
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87fdb2ed7e
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llGetMass and llGetObjectMass (and push estimation) always use object mass as in current SL ( push is what makes sense or impulse will depend on what prim it is and not object). Added llGetMassMKS() that just returns 100 x llGetMass() as it seems to be in SL.
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2012-04-09 20:53:29 +01:00 |
UbitUmarov
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ad544bdd3d
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sop.AddToPhysics(..) fixed and in use. For now it seems it needs to set sop.PhysActor, so made it return void.
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2012-04-09 18:03:37 +01:00 |
Melanie
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6b5b73bfae
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Fix a LSL merge artefact
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2012-04-08 13:18:03 +02:00 |
Melanie
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b39de2425c
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Merge branch 'master' into careminster
Conflicts:
OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
OpenSim/Region/CoreModules/World/Land/LandObject.cs
OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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2012-04-07 04:52:14 +01:00 |
Diva Canto
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806082cd6e
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Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
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2012-04-06 20:35:01 -07:00 |
Diva Canto
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9637e50956
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Moved the inventory manipulation from HGEntityTransferModule to HGInventoryAccessModule where it belongs. They need to exchange some events, so added those to EventManager. Those events (TeleportStart and TeleportFail) are nice to have anyway.
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2012-04-06 20:34:31 -07:00 |
Justin Clark-Casey (justincc)
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cce760dbfc
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Rather than having a FromFolderID property on every single prim and only ever using the root prim one, store on SOG instead.
This reduces pointless memory usage.
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2012-04-07 00:40:55 +01:00 |
Justin Clark-Casey (justincc)
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7d8bb33c5b
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Store FromItemID for attachments once on SOG instead of on every SOP and only ever using the root part entry.
This eliminates some pointless memory use.
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2012-04-07 00:33:02 +01:00 |