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* Fix a corner case where checking for region corssing may cross an avatar back ifMelanie2012-06-081-2/+7
| | | | it's pending to be sat onto a vehicle that is in the process of crossing.
* Revert "Add a frame based watchdog function to keyframed motion"Melanie2012-06-081-20/+0
| | | | This reverts commit 2d98d6354ce04b655e8d9062a209f5af1565c78c.
* Merge branch 'ubitwork' into avinationMelanie2012-06-081-0/+20
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| * Add a frame based watchdog function to keyframed motionMelanie2012-06-081-0/+20
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* | Cut off collision sounds with avatar at 3.2. This makes most walkig collisionsMelanie2012-06-081-1/+1
| | | | | | | | | | | | with walls and stairs silent. Falls from greater height and running into things will still be heard. a CollisionSound defined for the object will override this so one can still script a soccer ball with sounds.
* | Further limit the amount of avatar collisions that will actually triggerMelanie2012-06-071-2/+4
| | | | | | | | sounds. They are distracting.
* | Implement playing of the real collision sounds, change scaling for avatarMelanie2012-06-071-133/+57
| | | | | | | | | | collisions to make them really soft because otherwise climbing stairs makes an unbearable amount of noise.
* | Make not_at_target stop when the target is reached even if the scriptMelanie2012-06-071-1/+2
| | | | | | | | is not listening to at_target
* | Disable default collision sounds until they can be uploaded, but enable ↵Melanie2012-06-071-55/+56
|/ | | | custom ones
* fix the real cause of double velocityUbitUmarov2012-06-051-1/+0
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* Fix land collisions to work like SL.Melanie2012-06-051-6/+16
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* Actually trigger land collisions in the root even when a child collidesMelanie2012-06-041-1/+1
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* Fix llAttachToAvatar and "Attach" viewer option to preserve saved attach ↵Melanie2012-06-041-1/+1
| | | | positions.
* Fix LSL animation state reporting and animation state transitions on crossingMelanie2012-06-011-1/+1
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* Add advanced collision processing into ScenePresenceMelanie2012-05-291-162/+162
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* Fix collision filteringMelanie2012-05-291-10/+10
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* Merge branch 'avination' into ubitworkUbitUmarov2012-05-281-176/+90
|\ | | | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/CollisionSounds.cs
| * Place the return back into collision sounds.Melanie2012-05-281-0/+4
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| * Modify SceneManeger to use a DoubleDictionary and work without locks.Melanie2012-05-281-176/+90
| | | | | | | | | | Changes to the scenes dictionary are exceedingly rare and using atomic operations makes the chance of collisions nearly nil in any case.
* | disable collision sounds for nowUbitUmarov2012-05-281-2/+8
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* Merge branch 'ubitwork' into avinationMelanie2012-05-213-174/+384
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| * missing update script events callUbitUmarov2012-05-201-1/+12
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| * fix m_sitAvatarHeight to be half size.z, reduced default to a more ↵UbitUmarov2012-05-191-1/+1
| | | | | | | | resonable value ( 1m);
| * reduce useless waste of cpu. Make character collision events be done ↵UbitUmarov2012-05-191-1/+3
| | | | | | | | similiar to parts. Let same thread do it all ( like in parts ) ( to change this some structs copies must be added)
| * a bit faster collision sound type verification plus a few fixes/changesUbitUmarov2012-05-192-53/+100
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| * temp work: sounds simetric acording to materials, still 'window close' test ↵UbitUmarov2012-05-191-30/+98
| | | | | | | | sound. Included in coment full assimetric ( since seems we have files for it now ) case with some uuids
| * modulate collision sound intensity with collision relative velocity for ↵UbitUmarov2012-05-192-46/+89
| | | | | | | | parts also
| * modulate collision sounds intensity with relative collision speedUbitUmarov2012-05-192-81/+120
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* | Fix setting positions of attachments. The recent security fix regardingMelanie2012-05-191-1/+1
| | | | | | | | prim entry messed it up.
* | Merge branch 'ubitwork' into avinationMelanie2012-05-171-28/+9
|\ \ | |/ | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/CollisionSounds.cs
| * removed redundant colision sounds. Temporary muted sounds ( returns at top ↵UbitUmarov2012-05-171-28/+13
| | | | | | | | of funtions ).
* | Temprorarily disable collision sounds until we have some sound bitesMelanie2012-05-171-1/+5
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* trigger collision sounds on active agent position for better spatial effect ↵UbitUmarov2012-05-172-23/+22
| | | | without using the detailed collision position. (current error will be half max physical prim size). Moved some checks from sop to collisionSound code
* increase avatars collisions report to 10 per sec, Stopped sound on avatar to ↵UbitUmarov2012-05-172-2/+2
| | | | volumedetect collision
* add avatar colision sounds. Changed test sound UUIDUbitUmarov2012-05-172-62/+120
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* default colisionVolume is 0, use it only for user specified soundUbitUmarov2012-05-171-3/+6
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* default collision sounds. Incomplete, untested, needs revisionUbitUmarov2012-05-172-1/+205
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* collision sounds: simplify send code a bit and limit sending rate to 5 per ↵UbitUmarov2012-05-161-1/+36
| | | | sec per part ???
* Added a invalidCollisionSoundUUID so that scripts can stop all collision ↵UbitUmarov2012-05-161-4/+13
| | | | 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.
* use part VolumeDetectActive and not rootPart.VolumeDetectActive to be ↵UbitUmarov2012-05-151-2/+5
| | | | coerent with other places in case of future changes. Should be equivalent if all is well.
* sop colisions don't play sounds on volume detectorsUbitUmarov2012-05-151-1/+1
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* sop: - added UpdatePhysicsSubscribedEvents() to update physics ator ↵UbitUmarov2012-05-151-48/+118
| | | | 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)
* Port the mel/dahlia fixMelanie2012-05-151-0/+3
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* don't send colision events to volume detectorsUbitUmarov2012-05-151-1/+2
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* Fix an omissionMelanie2012-05-151-1/+1
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* Completely revamp collision handling. Now works as it is supposed to.Melanie2012-05-143-512/+178
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* Check parcel entry permissions when moving objectsMelanie2012-05-141-1/+2
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* Allow non-gods to deed no-mod objectsMelanie2012-05-141-1/+4
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* display a sleep time of zero if forced spare time to zero, when sim fps is ↵UbitUmarov2012-05-121-2/+7
| | | | lower than desired, for better display coerence.
* ªTEST MESS* reduce animation packets send. Added onchangeanim event with ↵UbitUmarov2012-05-122-2/+26
| | | | parameters to define if to add or remove, and if to send anims pack on that evocation, etc