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* Revert changes...UbitUmarov2012-06-151-21/+3
| | | | This reverts commit c8227e1bb70817351de283fb647ec39f090fc9f1.
* Add sop IsPhysical and IsPhantom to be used gradually in core in place of ↵UbitUmarov2012-06-151-3/+21
| | | | asking physics engines all the time. Some engines delays may make them give wrong answers.
* Changed t adding the avatar dependent sit offset and not subtracting, so ↵UbitUmarov2012-06-131-2/+4
| | | | not to break inworld contents. SL ported scripts will show a sit error around 0.1m. Added respective compensation in LSL api to maintain coerence. Fixed several bugs still on SET/GET[link]PrimitiveParams[fast] and llGetObjectDetails()
* *TEST this will affect inworld sittargets by +-0.1m, so may be very BAD *. ↵UbitUmarov2012-06-131-1/+2
| | | | Changed the sign of the sitoffset dependent on avatar size in SP.cs. Removed that offset correction from SET/GET..primitiveParams in LSL api. If the sign needs to be the previus one, then all references to avatar positions on LSL api need to be fixed with that correction, not only SET/GETprimitiveParams.
* Moved auxiliar funtions of last commit from sop to lsl api since they are ↵UbitUmarov2012-06-121-34/+0
| | | | only used on one place each
* *UNTESTED* extended llGet*PrimitiveParam() to support avatars. Some auxiliar ↵UbitUmarov2012-06-121-0/+34
| | | | code in SOP.cs
* change object drag so it applies a impulse and not a push force so it works ↵UbitUmarov2012-06-111-2/+6
| | | | as before my fix to impulse/forces
* 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.
* | Add the ability to query the MYSQL databse for a list of the stored prim UUIDsMelanie2012-06-072-0/+3
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* | 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
* | Make the "delay restart" button delay restart for 1 hour rather than abortingMelanie2012-06-071-0/+1
|/ | | | it altogether. Allow a maximum of three uses before the restart goes through.
* 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 ↵Melanie2012-06-042-2/+2
| | | | 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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