Justin Clark-Casey (justincc)
aeeed29d62
correct ODEPrim.MeshAssetReveived -> MeshAssetReceived
2012-10-30 01:07:14 +00:00
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a09cba6da3
refactoring to use assembly:classname style of configuration
2012-10-29 23:39:01 +00:00
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a16ddbee41
Renaming module back to SoundModule as the hypothetical plan was to make another module using the shared region module interface, but this was pointed out by Melanie_T to be mostly pointless.
2012-10-29 23:39:01 +00:00
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e308841de9
SianaGearz notes stop sound flag is 1 << 5, so using that for ISoundModule.StopSound rather than setting gain to zero
2012-10-29 23:39:01 +00:00
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e0b5a3cd90
tweaking configuration logic so that the INonSharedRegionModule will load by default
2012-10-29 23:39:01 +00:00
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2bb0419251
documenting some params on ISoundModule methods
2012-10-29 23:39:01 +00:00
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dcac2a7f71
refactoring llCollisionSound to use new KeyOrName method
2012-10-29 23:39:01 +00:00
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a9999a9676
Refactoring llTriggerSoundLimited with a new method on ISoundModule, as the LL Wiki spec for llTriggerSoundLimited states an axis-aligned bounding box, not radial constraint
2012-10-29 23:39:01 +00:00
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56965dd959
fixing poorly-formatted xml doc string for Util.IsInsideBox
2012-10-29 23:39:00 +00:00
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ef15711089
refactoring llTriggerSoundLimited to not use the LSL methods, since that will cause unnecessary calls to m_host.AddScriptLPS(1)
2012-10-29 23:39:00 +00:00
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af9dc483e9
refactoring llGetPos() to take advantage of implicit converter
2012-10-29 23:39:00 +00:00
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f9923d4423
shifting from two instances of typecasting to one instance of typecasting in llTriggerSoundLimited
2012-10-29 23:39:00 +00:00
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c796f7861e
80-character width terminal formatting of recent commits to llPlaySound, llPlaySoundSlave, llTriggerSound and llTriggerSoundLimited
2012-10-29 23:39:00 +00:00
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c5af16aef8
shuffling code around so that the interface for ISoundModule.SendSound() specifies a UUID rather than a string
2012-10-29 23:39:00 +00:00
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5abcecc735
moving SendSound from SceneObjectPart to ISoundModule
2012-10-29 23:39:00 +00:00
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af39af1cc4
fixing a bug in SceneObjectPart.SendSound where sounds would always come from the root prim rather than the source prim
2012-10-29 23:39:00 +00:00
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57940087d1
Factoring out a superfluous local variable & repeated assignment in SceneObjectPart.SendSound as linksets are only meant to have a single owner
2012-10-29 23:38:59 +00:00
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e75596524a
Formatting SoundModuleNonShared.LoopSound, consistent indentation
2012-10-29 23:38:59 +00:00
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9df510157e
deduplicating code into a single LoopSound method
2012-10-29 23:38:59 +00:00
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22693304fb
removing superfluous lines from SceneObjectPart.SendSound
2012-10-29 23:38:59 +00:00
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3d8f59aac3
refactoring StopSound into a private static method to skip repeating m_scene.TryGetSceneObjectPart
2012-10-29 23:38:59 +00:00
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e5df8cafb8
Removing a locked iteration over SceneObjectGroup.LoopSoundSlavePrims as the SL Wiki spec does not state that slaves are set to match master values
2012-10-29 23:38:59 +00:00
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d7ffcace8f
adjusting parameter order of PreloadSound to be more logical
2012-10-29 23:38:59 +00:00
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29a8ae48b5
transposing LoopSoundMaster to Sound Module
2012-10-29 23:38:59 +00:00
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a68e2fe169
transposing preload sound onto sound module
2012-10-29 23:38:58 +00:00
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8763a637b5
transposing stop sound into sound module
2012-10-29 23:38:58 +00:00
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206a694c6b
moving comment for llStopSound inside the method block prior to transposition to sound module
2012-10-29 23:38:58 +00:00
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b9e0f1cd2b
documenting ISoundModule methods & fields
2012-10-29 23:38:58 +00:00
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d4034271eb
formatting ISoundModule prior to documentation
2012-10-29 23:38:58 +00:00
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1c618843b8
formatting changes to SceneObjectPart.SendSound; consistent indentation
2012-10-29 23:38:58 +00:00
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32db725dd7
SceneObjectPart.SendSound can exit early if a sound module was not found.
2012-10-29 23:38:58 +00:00
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f4fe8763ad
Changing the logic order in the TaskInventory iterator of ScenObjectPart.SendSound, since we can currently have non-unique object inventory names so we should check the asset type first.
2012-10-29 23:38:58 +00:00
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b42cfe49a2
Replacing double-if block in SceneObjectPart.SendSound with Util.Clip
2012-10-29 23:38:57 +00:00
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6440892788
TryGetScenePresence in TriggerSound is probably meant to be using the ownerID, not the objectID
2012-10-29 23:38:57 +00:00
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516ee244b4
swapping GetSceneObjectPart for TryGetSceneObjectPart in PlayAttachedSound to imply why we're doing an early return.
2012-10-29 23:38:57 +00:00
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1d47bcb6b6
stripping whitespace from ISoundModule, formatting SoundModuleNonShared.cs
2012-10-29 23:38:57 +00:00
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20be6a4b48
refactoring thisSpGain in PlayAttachedSound as it was previously using two typecasts in the assignment and had the assignment on a separate line to the declaration
2012-10-29 23:38:57 +00:00
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6bd1f0f209
Factoring out an if-else block in PlayAttachedSound as it was using the previously hard-coded max distance value.
2012-10-29 23:38:57 +00:00
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375fb66589
making the max distance for sounds to be heard from their origin a configurable option exposed via a public field on ISoundModule (with private setter in the implementation)
2012-10-29 23:38:57 +00:00
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ed162a10be
Converting the ISoundModule implementation from an IRegionModule to an INonSharedRegionModule
2012-10-29 23:38:57 +00:00
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7560010f34
Immediately setting gain to zero as a workaround for code not stopping sound started by llPlaySound
2012-10-29 23:38:56 +00:00
Justin Clark-Casey (justincc)
09f4e72d6a
Fix memory leak where removing an NPC did not remove its circuits.
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This was because we were removing by circuitcode where NPCs have no code.
Now removing by agent ID instead.
This commit also fixes the "show circuits" console command to work properly where the circuit has no associated IP address.
2012-10-29 23:22:40 +00:00
Justin Clark-Casey (justincc)
5681e812a5
Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
2012-10-29 23:19:06 +00:00
Justin Clark-Casey (justincc)
c97890ca69
Add "force gc" region console command which manually invokes garbage collection.
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For debugging purposes.
2012-10-29 22:53:06 +00:00
Melanie
5a96ef52cb
Deep copy the collection of at_target objects so it can't be modified while
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it's being iterated
2012-10-28 18:41:47 +00:00
Justin Clark-Casey (justincc)
3531f29a6a
minor: Fix verbose IAR save message to make it a bit clearer that item data is being saved at that point, not asset data.
2012-10-27 00:24:25 +01:00
Justin Clark-Casey (justincc)
cc204497e0
Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
2012-10-26 23:10:52 +01:00
Justin Clark-Casey (justincc)
67432fcbf2
Fix "save iar" hanging permanently if the asset request phase times out.
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Unlike "save oar", this was happening on the same thread as the original request.
The timeout happens on another so the original thread is never aborted.
On "save oar" this leaves the thread hanging (still bad) but on "save iar" it left the console thread hanging.
Temporary fix is to make "save iar" do asset request on a separate thread, like "save oar".
Longer term fix will be to restructure asset save to use a ManualResetEvent rather than a separate timeout timer.
2012-10-26 23:08:59 +01:00
Melanie
1c5f6e48b8
Separate LSL's notion of the default anim from the actually playing anims.
2012-10-26 21:23:20 +01:00
Melanie
de6f147d3c
Revert "Fix for Mantis 0006376: Avatar no longer show Walking animation when any AO hud is"
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This reverts commit fa484c3494
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2012-10-26 21:16:27 +01:00