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Space objects and effect roots pass their ball (translation curve) to their observers and, through EveChildUpdateParams, to child containers and EveChildAudio. Audio forwards it to destiny's sightline query, which skips that ball's own collision geometry, so deployables and walls no longer occlude their own emitters.
CCPNobody
reviewed
Oct 28, 2026
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diff --git a/trinity/TriObserverLocal.h b/trinity/TriObserverLocal.h
--- a/trinity/TriObserverLocal.h
+++ b/trinity/TriObserverLocal.h
@@ -27 +27 @@ public:
- void SetParentBall( IRoot* ball );
+ void SetParentBall( IRoot * ball );
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filipppavlov
reviewed
Nov 3, 2026
| { | ||
| if( m_observer.p != m_parentBallObserver.p ) | ||
| { | ||
| m_parentBallObserver = m_observer; |
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Minor, but still. This creates a leaked emitter if the observer changes after this object is removed from the scene.
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Good catch, fixed in ae803cc. The cache no longer holds a reference to the observer: changing observer (SetObserver, or from Python via OnModified) marks it stale and the next SetParentBall redoes the cast.
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Summary
Emitters on a deployable or wall were occluded by that object's own collision, because destiny's sightline query didn't know which ball an emitter belongs to.
EveSpaceObject2andEveEffectRoot2now passm_ballPositionto their audio emitters throughITr2AudParentBall: directly to their observers, and throughEveChildUpdateParams::ballPositiontoEveChildContainerobservers andEveChildAudio. Destiny skips that ball's geometry for the emitter. It is set every frame, likeSetVisibility, and audio ignores unchanged values.Depends on carbonengine/trinityaudioapi#11.
Testing