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* 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
* Fix moving no-mod objects. Fixes a regression introduced with the undo fixMelanie2012-05-071-0/+27
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* SOG: tell physics about when we want a force or a impulse. (sorry add to ↵UbitUmarov2012-05-051-2/+4
| | | | change here also)
* Add the default animation to the child agent data updateMelanie2012-05-041-0/+3
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* Reverse the order of physics event unsubscription to allow GC. Adapted from ↵Melanie2012-05-041-2/+2
| | | | Unit's reverted patch
* Retain velocity on walking crossing - adapted from Ubit's reverted patchMelanie2012-05-041-1/+13
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* Revert "*TO TEST/REVIEW* added current default animation in animationSet.cs ↵Melanie2012-05-042-28/+8
| | | | | | 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 12c9916193bbb87aaa95407f798c241cbe5e23cb.
* *TO TEST/REVIEW* added current default animation in animationSet.cs ↵UbitUmarov2012-05-042-8/+28
| | | | 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);
* SOG copy bug fix, now new group has own empty list of sitted avatars. Also ↵UbitUmarov2012-05-041-12/+54
| | | | changed crossing code to restore sitting avas in case of group cross fail
* Stabilize sit position on region crossingMelanie2012-05-031-1/+7
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* Clear permissions given to the object we stand up fromMelanie2012-05-031-1/+25
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* Improved sitted avatars crossings ( plus tests on vehicles)UbitUmarov2012-05-021-4/+12
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* Merge branch 'ubitwork' into avinationMelanie2012-05-021-2/+14
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| * llGetGeometricCenter...UbitUmarov2012-04-291-2/+14
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* | Preserve attachment rotation on objects rezzed via a script. Makes toastersMelanie2012-05-022-0/+4
| | | | | | | | work right, finally.
* | Fix saving of attachment positionsMelanie2012-05-011-1/+1
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* remove repeated set of group rotation to physicsUbitUmarov2012-04-291-2/+3
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* SOG bug fix in group rotations updatesUbitUmarov2012-04-291-4/+6
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* fix llGetCenterOfMass ( checked with ubitODE only)UbitUmarov2012-04-282-3/+70
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* testUbitUmarov2012-04-271-3/+0
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* testUbitUmarov2012-04-271-12/+9
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* testUbitUmarov2012-04-271-1/+1
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* itestUbitUmarov2012-04-271-2/+3
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* itestUbitUmarov2012-04-271-2/+5
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* testUbitUmarov2012-04-271-2/+2
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* testing....UbitUmarov2012-04-271-15/+24
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* testingUbitUmarov2012-04-271-1/+1
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* TESTINGUbitUmarov2012-04-271-4/+4
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* TEST more changesUbitUmarov2012-04-271-1/+2
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* TEST more options to avnLocalTeleportUbitUmarov2012-04-271-4/+9
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* TEST added avnLocalTeleport(Vector3 newpos, Quaternion? newrot, bool ↵UbitUmarov2012-04-271-0/+22
| | | | Stopped) to scenepresence.cs
* Help big boobies to dance (avatar visualParams). May not persist and need ↵UbitUmarov2012-04-261-1/+1
| | | | more lobe ?