Commit Graph

3383 Commits (fb8e8dcbce6b2ecbb8fbfe8278657260ac55e823)

Author SHA1 Message Date
Melanie 511fc663a2 Temprorarily disable collision sounds until we have some sound bites 2012-05-17 21:36:27 +02:00
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
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 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 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 ªTEST 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
Melanie 74eafb78eb Fix moving no-mod objects. Fixes a regression introduced with the undo fix 2012-05-07 23:03:07 +02:00
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
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 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 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 cadbfcc011 itest 2012-04-27 09:15:31 +01:00
UbitUmarov b948826b7e test 2012-04-27 09:09:29 +01:00
UbitUmarov 03450dee39 testing.... 2012-04-27 08:11:18 +01:00
UbitUmarov 76d9040ed4 testing 2012-04-27 02:54:39 +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 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 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 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 26fd1e3a0c fix a bug i added fixing another.... 2012-04-22 03:08:47 +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 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
Melanie 411bd0574d Allow setting a specific target velocity on TeleportWithMomentum 2012-04-18 22:16:59 +02:00
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 25a2f97bc2 added suport funtions for ubitODE raycastFiltered 2012-04-16 16:33:57 +01:00
UbitUmarov 3999822e13 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. 2012-04-14 05:07:52 +01:00
UbitUmarov b574d43c5d 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). 2012-04-13 20:34:56 +01:00
UbitUmarov 5da77e047a don't do Animator.UpdateMovementAnimations() in scenepresence RegionHeartbeatEnd if agent is sitting. Also restore Velocity in teleportWithMomentum() 2012-04-13 17:50:03 +01:00
UbitUmarov c4a9eae961 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. 2012-04-09 23:33:42 +01:00
UbitUmarov ad544bdd3d sop.AddToPhysics(..) fixed and in use. For now it seems it needs to set sop.PhysActor, so made it return void. 2012-04-09 18:03:37 +01:00
Melanie b39de2425c 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
2012-04-07 04:52:14 +01:00
Diva Canto 806082cd6e Merge branch 'master' of ssh://opensimulator.org/var/git/opensim 2012-04-06 20:35:01 -07:00
Diva Canto 9637e50956 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. 2012-04-06 20:34:31 -07:00
Justin Clark-Casey (justincc) cce760dbfc 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.
2012-04-07 00:40:55 +01:00
Justin Clark-Casey (justincc) 7d8bb33c5b 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.
2012-04-07 00:33:02 +01:00
Justin Clark-Casey (justincc) 70b5a2dace refactor: Eliminate unnecessary SOP.m_physActor 2012-04-06 23:49:23 +01:00
Justin Clark-Casey (justincc) 3af1cd65f9 Fix llGetLinkPrimParams for PRIM_POS_LOCAL for child prims whether in scene or attachments.
Return relative position to root prim rather than 0,0,0.
Should fix same issue with llGetLocalPos()
http://opensimulator.org/mantis/view.php?id=5951
2012-04-06 22:41:35 +01:00
Justin Clark-Casey (justincc) f2903db390 For llGetMass(), return the mass of the avatar is the object is attached.
As per http://lslwiki.net/lslwiki/wakka.php?wakka=llGetMass
This is the mass as used by the physics engine (ODE or Bullet).
2012-04-06 21:14:19 +01:00
Justin Clark-Casey (justincc) 908cebbea8 Merge branch 'master' of ssh://opensimulator.org/var/git/opensim 2012-04-06 20:29:54 +01:00
Diva Canto 7435582b70 If an AddItem fails, try adding it to the right folder type. 2012-04-06 11:52:05 -07:00
UbitUmarov 016079ef27 minor changes.. a few physicsactor -> pa and a use a constant with |'ed bit fields in place of 6 individual checks ||'ed 2012-04-04 18:24:56 +01:00
UbitUmarov 867d50d14c remove more merge artefacts 2012-04-04 17:01:29 +01:00
UbitUmarov 787cc0d076 reverted changes to llApplyRotationalImpulse execution in SOP/SOG. This functions naming is misleading, Here Apply means to apply a instante impulse that may add to previus unprocessed ones and not setting a permanente torque (that is done by llSetTorque). 2012-04-04 16:38:29 +01:00
Melanie 726915e9ef Fix the last merge artefacts 2012-04-03 23:38:12 +02:00
Melanie 1bded840b9 More artefact 2012-04-03 23:25:34 +02:00
Melanie dbec5e9859 Fix more merge artefacts 2012-04-03 23:22:47 +02:00
Melanie 7154d480b9 Remove duplicate implementation of Material { get; set; } 2012-04-03 23:18:07 +02:00
Melanie 1c4bcf3fed Fix merge artefacts 2012-04-03 23:13:48 +02:00
Melanie 63c44719f7 Merge branch 'master' into careminster
Conflicts:
	OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
	OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
	OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
	OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
2012-04-03 23:52:53 +01:00
Justin Clark-Casey (justincc) 633f4bb3d8 remove possible PhysActor unexpectedly null race conditions when changing prim collision status
factor out common SOP physics scene adding code into a common SOP.AddToPhysics() that is the counterpart to the existing RemoveFromPhysics()
2012-04-03 09:28:17 +01:00
Justin Clark-Casey (justincc) 7468299673 Eliminate race condition where many callers would check SOP.PhysicsActor != null then assume it was still not null in later code.
Another thread could come and turn off physics for a part (null PhysicsActor) at any point.
Had to turn off localCopy on warp3D CoreModules section in prebuild.xml since on current nant this copies all DLLs in bin/ which can be a very large number with compiled DLLs
No obvious reason for doing that copy - nothing else does it.
2012-04-03 05:51:38 +01:00
Melanie f3132c45d9 Merge branch 'master' into careminster
Conflicts:
	OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
	OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
	OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
	OpenSim/Tests/Common/Mock/TestClient.cs
2012-03-31 02:18:02 +01:00
Justin Clark-Casey (justincc) 32a953fed7 refactor: Rename SOG.GetChildPart() to GetPart() since it can also return the 'root' part. 2012-03-31 01:52:06 +01:00
Justin Clark-Casey (justincc) f0406f9fe2 Rename SOG.HasChildPrim(uint) to SOG.ContainsPart(uint) to match existing ContainsPart method and remove method duplication.
HasChildPrim is also misleading since the 'root' prim can also be returned.
2012-03-31 01:45:37 +01:00
Justin Clark-Casey (justincc) 69fc8c4985 minor: small message adjustment and unnecessary code elimination when notifying client of no build permission 2012-03-31 01:07:14 +01:00
PixelTomsen 874140f950 fix Infinite loading on No Rez http://opensimulator.org/mantis/view.php?id=5932 2012-03-31 01:01:59 +01:00
Justin Clark-Casey (justincc) bce7964ac2 refactor: Move "friends show cache" console command out into separate FriendsCommandsModule.
Expose required methods on IFriendsModule.  Rename GetFriends() -> GetFriendsFromCache() for self-documentation
2012-03-30 01:05:29 +01:00
Justin Clark-Casey (justincc) 59157d9d63 Add simple login test with online friends. Add IFriendsModule.GrantRights() for granting rights via a module call.
Rename IFriendsModule.GetFriendPerms() -> GetRightsGrantedByFriend() to be more self-documenting and consistent with friends module terminology.
Add some method doc.
2012-03-30 00:42:55 +01:00
Justin Clark-Casey (justincc) cd3f3cbdde Merge branch 'master' of ssh://opensimulator.org/var/git/opensim 2012-03-29 01:29:00 +01:00
Justin Clark-Casey (justincc) 22a85b947a Add back parts of reverted changes that were not concerned with child agent caching.
This adds ScenePresence to IClientAPI.SceneAgent earlier on in the add client process so that its information is available to EventManager.OnNewClient() and OnClientLogin()
Also add a code comment as to why we're caching friend information for child agents.
2012-03-29 01:26:30 +01:00
Melanie 62b1c807c2 Also add OSS header to interface 2012-03-29 01:14:50 +01:00