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We don't want sound for these. This appears to avoid the Entities.getEntityProperties() deadlock within entity scripts. Variable names: energyPercentOfFull => energyFactorOfFull, because the range is 0-1, not 0-100. COLLISION_SOUND_COMPRESSION => COLLISION_SOUND_COMPRESSION_RANGE (portion of full dynamic range) Tune constants: COLLISION_ENERGY_AT_FULL_VOLUME 10 => 1 COLLISION_MINIMUM_VOLUME 0.01 => 0.001 COLLISION_SOUND_COMPRESSION_RANGE 0.5 => 0.95 Refer to SoundCache later, after filtering for collision threshold. |
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.. | ||
EntitiesRendererLogging.cpp | ||
EntitiesRendererLogging.h | ||
EntityTreeRenderer.cpp | ||
EntityTreeRenderer.h | ||
RenderableBoxEntityItem.cpp | ||
RenderableBoxEntityItem.h | ||
RenderableDebugableEntityItem.cpp | ||
RenderableDebugableEntityItem.h | ||
RenderableLightEntityItem.cpp | ||
RenderableLightEntityItem.h | ||
RenderableLineEntityItem.cpp | ||
RenderableLineEntityItem.h | ||
RenderableModelEntityItem.cpp | ||
RenderableModelEntityItem.h | ||
RenderableParticleEffectEntityItem.cpp | ||
RenderableParticleEffectEntityItem.h | ||
RenderableSphereEntityItem.cpp | ||
RenderableSphereEntityItem.h | ||
RenderableTextEntityItem.cpp | ||
RenderableTextEntityItem.h | ||
RenderableWebEntityItem.cpp | ||
RenderableWebEntityItem.h | ||
RenderableZoneEntityItem.cpp | ||
RenderableZoneEntityItem.h |