Melanie
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d69f197a5d
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Fix setting positions of attachments. The recent security fix regarding
prim entry messed it up.
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2012-05-19 12:35:07 +02:00 |
Melanie
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24b35b7e93
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Merge branch 'ubitwork' into avination
Conflicts:
OpenSim/Region/Framework/Scenes/CollisionSounds.cs
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2012-05-17 22:29:44 +02:00 |
UbitUmarov
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0d0c472181
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removed redundant colision sounds. Temporary muted sounds ( returns at top of funtions ).
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2012-05-17 23:15:07 +01:00 |
Melanie
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511fc663a2
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Temprorarily disable collision sounds until we have some sound bites
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2012-05-17 21:36:27 +02:00 |
UbitUmarov
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7652b3a957
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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).
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2012-05-17 13:13:31 +01:00 |
UbitUmarov
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6af78836a5
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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
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2012-05-17 12:17:29 +01:00 |
UbitUmarov
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e4231e95a9
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increase avatars collisions report to 10 per sec, Stopped sound on avatar to volumedetect collision
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2012-05-17 04:41:46 +01:00 |
UbitUmarov
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038986baff
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add avatar colision sounds. Changed test sound UUID
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2012-05-17 04:14:13 +01:00 |
UbitUmarov
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b743835f9e
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default colisionVolume is 0, use it only for user specified sound
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2012-05-17 01:36:42 +01:00 |
UbitUmarov
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7cbc54d92a
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default collision sounds. Incomplete, untested, needs revision
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2012-05-17 01:04:30 +01:00 |
UbitUmarov
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0de7219485
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collision sounds: simplify send code a bit and limit sending rate to 5 per sec per part ???
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2012-05-16 23:36:37 +01:00 |
UbitUmarov
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ea47b03625
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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.
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2012-05-16 12:27:49 +01:00 |
UbitUmarov
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81d7844f51
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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.
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2012-05-15 17:01:00 +01:00 |
UbitUmarov
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accab1e086
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sop colisions don't play sounds on volume detectors
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2012-05-15 16:56:43 +01:00 |
UbitUmarov
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ca14534b91
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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)
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2012-05-15 15:54:02 +01:00 |
UbitUmarov
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9d67523235
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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.
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2012-05-15 15:45:01 +01:00 |
UbitUmarov
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338be76e0a
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ubitODE: fix not reporting land collisions on same cases.
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2012-05-15 13:41:13 +01:00 |
Melanie
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995cd25f30
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Port the mel/dahlia fix
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2012-05-15 02:36:11 +02:00 |
UbitUmarov
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325973d36f
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don't send colision events to volume detectors
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2012-05-15 01:40:46 +01:00 |
Melanie
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ebdbaba615
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Merge branch 'ubitwork' into avination
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2012-05-15 00:17:52 +02:00 |
UbitUmarov
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1b81ce303e
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Merge branch 'avination' into ubitwork
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2012-05-15 00:04:40 +01:00 |
UbitUmarov
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0fb663272a
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make llGetCameraPos and llGetCameraRot apply to avatar that granted permission and not owner
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2012-05-14 23:42:45 +01:00 |
Melanie
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e9e797b681
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Fix an omission
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2012-05-15 00:15:44 +02:00 |
Melanie
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e3c376156c
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Completely revamp collision handling. Now works as it is supposed to.
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2012-05-14 22:45:54 +02:00 |
Melanie
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e78043cb70
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Check parcel entry permissions when moving objects
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2012-05-14 01:32:22 +02:00 |
Melanie
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59826c15ce
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Allow non-gods to deed no-mod objects
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2012-05-14 01:21:10 +02:00 |
UbitUmarov
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9870d7e4e7
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ubitODE fix force in case of mlinear motor offset present
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2012-05-13 01:28:20 +01:00 |
UbitUmarov
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9b7023a159
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display a sleep time of zero if forced spare time to zero, when sim fps is lower than desired, for better display coerence.
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2012-05-12 17:58:36 +01:00 |
UbitUmarov
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7461fe4554
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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
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2012-05-12 15:27:37 +01:00 |
UbitUmarov
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cf8b7c8aff
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Merge branch 'avination' into ubitwork
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2012-05-12 14:10:15 +01:00 |
UbitUmarov
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4d98a291a2
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ubitODE let vehicles responde faster to changes of some parameters like motors decay times
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2012-05-12 14:00:08 +01:00 |
UbitUmarov
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792e8db456
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ubitODE reduced again a bit the max allowed correction velocity on colisions, to reduce a bit bouncing inerent to colisions.
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2012-05-12 13:44:47 +01:00 |
UbitUmarov
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46095c963c
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ubitODE: trial workaround for avatar colisions
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2012-05-12 12:17:28 +01:00 |
UbitUmarov
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8dd5f08b6e
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revert terminal vel reduction. It helped but not efective
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2012-05-11 15:53:31 +01:00 |
Talun
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e618194143
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Mantis 6015 new LSL function llGetAgentList.
Details in the lsl wiki
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2012-05-11 02:25:52 +01:00 |
UbitUmarov
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3c37bc2851
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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).
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2012-05-10 22:44:12 +01:00 |
UbitUmarov
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d0c0d37d24
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ubitode: changes to vehicles servos
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2012-05-10 16:17:02 +01:00 |
Melanie
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d3844d142d
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Merge branch 'ubitwork' into avination
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2012-05-07 23:03:57 +02:00 |
Melanie
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74eafb78eb
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Fix moving no-mod objects. Fixes a regression introduced with the undo fix
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2012-05-07 23:03:07 +02:00 |
UbitUmarov
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75c51f33c4
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minor change to linear motor decay
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2012-05-07 21:44:24 +01:00 |
UbitUmarov
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2ab9588c9a
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UbitODE: reduced the diference btw dinamic and static friction, making dinamic larger more identical to static.
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2012-05-05 11:03:38 +01:00 |
UbitUmarov
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e3226aecd9
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SOG: tell physics about when we want a force or a impulse. (sorry add to change here also)
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2012-05-05 10:47:51 +01:00 |
UbitUmarov
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3b78e33d16
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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)
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2012-05-05 10:40:03 +01:00 |
UbitUmarov
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163a86517a
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force lower avatar density for testing
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2012-05-05 03:28:35 +01:00 |
UbitUmarov
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6b3135aa4d
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UbitODE: leave avatar 'freemove' state (entered on setmomentum) on any significant change like new 'velocity' or new position, etc, requests
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2012-05-04 22:24:04 +01:00 |
Melanie
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197163e12a
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Fix teleporting from older to newer regions
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2012-05-04 21:00:41 +02:00 |
Melanie
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333d013b5c
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Add the default animation to the child agent data update
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2012-05-04 20:33:48 +02:00 |
Melanie
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b5b21013da
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Reverse the order of physics event unsubscription to allow GC. Adapted from Unit's reverted patch
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2012-05-04 20:06:42 +02:00 |
Melanie
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1183310a05
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Retain velocity on walking crossing - adapted from Ubit's reverted patch
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2012-05-04 20:05:51 +02:00 |
Melanie
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88c4c7283f
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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 .
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2012-05-04 20:02:14 +02:00 |