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* 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 character IsPhysicalUbitUmarov2012-05-191-1/+1
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* add colliders relative velocity projected in collision direction to ↵UbitUmarov2012-05-193-1/+13
| | | | collisions report information.
* removed redundant colision sounds. Temporary muted sounds ( returns at top ↵UbitUmarov2012-05-171-28/+13
| | | | of funtions ).
* udp transfer: make number packets estimation coerent with number actually ↵UbitUmarov2012-05-171-2/+8
| | | | sent. Use the safer lower max packet size defined in os source (600) and not OMV one (1100).
* 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 ↵UbitUmarov2012-05-163-6/+23
| | | | 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)
* ubitODE: if stopped having collisions do report zero colisions once, so ↵UbitUmarov2012-05-152-9/+43
| | | | collision_end event can be triggered. Changed reports rate to the requested rate and not full ode rate.
* ubitODE: fix not reporting land collisions on same cases.UbitUmarov2012-05-151-2/+25
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* Port the mel/dahlia fixMelanie2012-05-152-1/+11
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* don't send colision events to volume detectorsUbitUmarov2012-05-151-1/+2
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* Merge branch 'ubitwork' into avinationMelanie2012-05-151-4/+14
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| * Merge branch 'avination' into ubitworkUbitUmarov2012-05-156-525/+195
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| * | make llGetCameraPos and llGetCameraRot apply to avatar that granted ↵UbitUmarov2012-05-141-4/+14
| | | | | | | | | | | | permission and not owner
* | | Fix an omissionMelanie2012-05-151-1/+1
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* | Completely revamp collision handling. Now works as it is supposed to.Melanie2012-05-145-523/+189
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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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* ubitODE fix force in case of mlinear motor offset presentUbitUmarov2012-05-131-4/+5
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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 ↵UbitUmarov2012-05-127-3/+53
| | | | parameters to define if to add or remove, and if to send anims pack on that evocation, etc
* Merge branch 'avination' into ubitworkUbitUmarov2012-05-124-0/+96
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| * Mantis 6015 new LSL function llGetAgentList.Talun2012-05-114-0/+96
| | | | | | | | Details in the lsl wiki
* | ubitODE let vehicles responde faster to changes of some parameters like ↵UbitUmarov2012-05-121-12/+13
| | | | | | | | motors decay times
* | ubitODE reduced again a bit the max allowed correction velocity on ↵UbitUmarov2012-05-121-1/+1
| | | | | | | | colisions, to reduce a bit bouncing inerent to colisions.
* | ubitODE: trial workaround for avatar colisionsUbitUmarov2012-05-121-6/+49
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* | revert terminal vel reduction. It helped but not efectiveUbitUmarov2012-05-111-2/+2
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* reduce avatars terminal velocity to less than 30m/s or colisions with basic ↵UbitUmarov2012-05-102-6/+9
| | | | boxs fail badly. (ode lib problem. chode just may support a bit higher velocity due to the use of tilt).
* ubitode: changes to vehicles servosUbitUmarov2012-05-101-100/+154
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* Merge branch 'ubitwork' into avinationMelanie2012-05-071-11/+17
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| * minor change to linear motor decayUbitUmarov2012-05-071-11/+17
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* | Fix moving no-mod objects. Fixes a regression introduced with the undo fixMelanie2012-05-072-4/+29
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* UbitODE: reduced the diference btw dinamic and static friction, making ↵UbitUmarov2012-05-051-17/+17
| | | | dinamic larger more identical to static.
* SOG: tell physics about when we want a force or a impulse. (sorry add to ↵UbitUmarov2012-05-051-2/+4
| | | | change here also)
* ubitODE prims: - moved outbounds checking back to ↵UbitUmarov2012-05-051-4/+91
| | | | 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)
* force lower avatar density for testingUbitUmarov2012-05-051-0/+4
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* UbitODE: leave avatar 'freemove' state (entered on setmomentum) on any ↵UbitUmarov2012-05-041-2/+4
| | | | significant change like new 'velocity' or new position, etc, requests
* Fix teleporting from older to newer regionsMelanie2012-05-041-1/+8
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* Add the default animation to the child agent data updateMelanie2012-05-042-0/+14
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