Misc cleanup.
parent
a42569d896
commit
9d9fcac038
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@ -520,7 +520,7 @@ namespace OpenSim.Framework
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}
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/// <summary>
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/// Depreciated idea. Number of visitors ~= free money
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/// Deprecated idea. Number of visitors ~= free money
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/// </summary>
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public int Dwell {
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get {
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@ -64,7 +64,7 @@ namespace OpenSim.Framework.Tests
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Vector3 StartPos = new Vector3(5, 23, 125);
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UUID SecureSessionId = UUID.Random();
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UUID SessionId = UUID.Random();
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// TODO: unused: UUID SessionId = UUID.Random();
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m_agentCircuitData1 = new AgentCircuitData();
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m_agentCircuitData1.AgentID = AgentId1;
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@ -450,7 +450,7 @@ namespace OpenSim.Region.CoreModules.InterGrid
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responseMap["sim_host"] = OSD.FromString(reg.ExternalHostName);
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// DEPRECIATED
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// DEPRECATED
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responseMap["sim_ip"] = OSD.FromString(Util.GetHostFromDNS(reg.ExternalHostName).ToString());
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responseMap["connect"] = OSD.FromBoolean(true);
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@ -591,7 +591,7 @@ namespace OpenSim.Region.CoreModules.InterGrid
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httpaddr = httpsCN;
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}
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// DEPRECIATED
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// DEPRECATED
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responseMap["seed_capability"]
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= OSD.FromString(
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regionCapsHttpProtocol + httpaddr + ":" + reg.HttpPort + CapsUtil.GetCapsSeedPath(userCap.CapsObjectPath));
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@ -764,7 +764,7 @@ namespace OpenSim.Region.CoreModules.InterGrid
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responseMap["sim_port"] = OSD.FromInteger(reg.InternalEndPoint.Port);
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responseMap["sim_host"] = OSD.FromString(reg.ExternalHostName);// + ":" + reg.InternalEndPoint.Port.ToString());
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// DEPRECIATED
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// DEPRECATED
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responseMap["sim_ip"] = OSD.FromString(Util.GetHostFromDNS(reg.ExternalHostName).ToString());
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responseMap["session_id"] = OSD.FromUUID(SessionID);
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@ -851,7 +851,7 @@ namespace OpenSim.Region.CoreModules.InterGrid
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string rezRespSeedCap = "";
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// DEPRECIATED
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// DEPRECATED
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if (rezResponseMap.ContainsKey("seed_capability"))
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rezRespSeedCap = rezResponseMap["seed_capability"].AsString();
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@ -863,7 +863,7 @@ namespace OpenSim.Region.CoreModules.InterGrid
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if (rezResponseMap.ContainsKey("rez_avatar/rez"))
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rezRespSeedCap = rezResponseMap["rez_avatar/rez"].AsString();
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// DEPRECIATED
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// DEPRECATED
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string rezRespSim_ip = rezResponseMap["sim_ip"].AsString();
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string rezRespSim_host = rezResponseMap["sim_host"].AsString();
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@ -879,13 +879,13 @@ namespace OpenSim.Region.CoreModules.InterGrid
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{
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RezResponsePositionArray = (OSDArray)rezResponseMap["position"];
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}
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// DEPRECIATED
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// DEPRECATED
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responseMap["seed_capability"] = OSD.FromString(rezRespSeedCap);
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// REPLACEMENT r3
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responseMap["region_seed_capability"] = OSD.FromString(rezRespSeedCap);
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// DEPRECIATED
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// DEPRECATED
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responseMap["sim_ip"] = OSD.FromString(Util.GetHostFromDNS(rezRespSim_ip).ToString());
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responseMap["sim_host"] = OSD.FromString(rezRespSim_host);
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@ -63,7 +63,7 @@ namespace OpenSim.Region.Framework.Scenes
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public delegate void OnNewClientDelegate(IClientAPI client);
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/// <summary>
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/// Depreciated in favour of OnClientConnect.
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/// Deprecated in favour of OnClientConnect.
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/// Will be marked Obsolete after IClientCore has 100% of IClientAPI interfaces.
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/// </summary>
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public event OnNewClientDelegate OnNewClient;
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@ -928,25 +928,22 @@ namespace OpenSim.Region.Framework.Scenes
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{
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// Primitive Ray Tracing
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float closestDistance = 280f;
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EntityIntersection returnResult = new EntityIntersection();
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EntityIntersection result = new EntityIntersection();
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List<EntityBase> EntityList = GetEntities();
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foreach (EntityBase ent in EntityList)
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{
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if (ent is SceneObjectGroup)
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{
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SceneObjectGroup reportingG = (SceneObjectGroup)ent;
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EntityIntersection result = reportingG.TestIntersection(hray, frontFacesOnly, faceCenters);
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if (result.HitTF)
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EntityIntersection inter = reportingG.TestIntersection(hray, frontFacesOnly, faceCenters);
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if (inter.HitTF && inter.distance < closestDistance)
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{
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if (result.distance < closestDistance)
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{
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closestDistance = result.distance;
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returnResult = result;
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closestDistance = inter.distance;
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result = inter;
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}
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}
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}
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}
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return returnResult;
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return result;
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}
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/// <summary>
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@ -555,7 +555,7 @@ namespace OpenSim.Region.Framework.Scenes
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// If we get a result, we're going to find the closest result to the origin of the ray
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// and send back the intersection information back to the innerscene.
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EntityIntersection returnresult = new EntityIntersection();
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EntityIntersection result = new EntityIntersection();
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lock (m_parts)
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{
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@ -576,26 +576,23 @@ namespace OpenSim.Region.Framework.Scenes
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// when the camera crosses the border.
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float idist = Constants.RegionSize;
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if (inter.HitTF)
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{
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// We need to find the closest prim to return to the testcaller along the ray
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if (inter.distance < idist)
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{
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returnresult.HitTF = true;
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returnresult.ipoint = inter.ipoint;
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returnresult.obj = part;
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returnresult.normal = inter.normal;
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returnresult.distance = inter.distance;
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result.HitTF = true;
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result.ipoint = inter.ipoint;
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result.obj = part;
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result.normal = inter.normal;
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result.distance = inter.distance;
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}
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}
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}
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}
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return returnresult;
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return result;
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}
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/// <summary>
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/// Gets a vector representing the size of the bounding box containing all the prims in the group
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/// Treats all prims as rectangular, so no shape (cut etc) is taken into account
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@ -652,7 +649,6 @@ namespace OpenSim.Region.Framework.Scenes
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frontBottomRight.Y = orig.Y + (part.Scale.Y / 2);
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frontBottomRight.Z = orig.Z - (part.Scale.Z / 2);
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backTopLeft.X = orig.X + (part.Scale.X / 2);
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backTopLeft.Y = orig.Y - (part.Scale.Y / 2);
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backTopLeft.Z = orig.Z + (part.Scale.Z / 2);
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@ -839,7 +835,6 @@ namespace OpenSim.Region.Framework.Scenes
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if (backBottomLeft.Z < minZ)
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minZ = backBottomLeft.Z;
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}
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}
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Vector3 boundingBox = new Vector3(maxX - minX, maxY - minY, maxZ - minZ);
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@ -860,6 +855,7 @@ namespace OpenSim.Region.Framework.Scenes
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// m_log.InfoFormat("BoundingBox is {0} , {1} , {2} ", boundingBox.X, boundingBox.Y, boundingBox.Z);
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return boundingBox;
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}
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#endregion
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public void SaveScriptedState(XmlTextWriter writer)
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@ -1029,8 +1025,8 @@ namespace OpenSim.Region.Framework.Scenes
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//m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_scene.m_physicalPrim);
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//AttachToBackup();
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//m_rootPart.ScheduleFullUpdate();
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}
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/// <summary>
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///
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/// </summary>
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}
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}
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}
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// helper provided for parts.
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public int GetSceneMaxUndo()
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{
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@ -1183,7 +1180,6 @@ namespace OpenSim.Region.Framework.Scenes
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{
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SceneObjectPart part = GetChildPart(localId);
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OnGrabPart(part, offsetPos, remoteClient);
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}
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}
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@ -1267,28 +1263,10 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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if ((aggregateScriptEvents & scriptEvents.at_target) != 0)
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{
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m_scriptListens_atTarget = true;
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}
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else
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{
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m_scriptListens_atTarget = false;
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}
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m_scriptListens_atTarget = ((aggregateScriptEvents & scriptEvents.at_target) != 0);
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m_scriptListens_notAtTarget = ((aggregateScriptEvents & scriptEvents.not_at_target) != 0);
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if ((aggregateScriptEvents & scriptEvents.not_at_target) != 0)
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{
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m_scriptListens_notAtTarget = true;
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}
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else
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{
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m_scriptListens_notAtTarget = false;
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}
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if (m_scriptListens_atTarget || m_scriptListens_notAtTarget)
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{
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}
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else
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if (!m_scriptListens_atTarget && !m_scriptListens_notAtTarget)
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{
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lock (m_targets)
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m_targets.Clear();
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@ -1787,9 +1765,6 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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/// <summary>
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/// Set the owner of the root part.
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/// </summary>
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@ -2710,11 +2710,10 @@ if (m_shape != null) {
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public EntityIntersection TestIntersection(Ray iray, Quaternion parentrot)
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{
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// In this case we're using a sphere with a radius of the largest dimention of the prim
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// In this case we're using a sphere with a radius of the largest dimension of the prim
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// TODO: Change to take shape into account
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EntityIntersection returnresult = new EntityIntersection();
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EntityIntersection result = new EntityIntersection();
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Vector3 vAbsolutePosition = AbsolutePosition;
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Vector3 vScale = Scale;
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Vector3 rOrigin = iray.Origin;
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Vector3 tmVal6 = vAbsolutePosition*rOrigin;
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// Set Radius to the largest dimention of the prim
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// Set Radius to the largest dimension of the prim
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float radius = 0f;
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if (vScale.X > radius)
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radius = vScale.X;
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if (rootsqr < 0.0f)
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{
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// No intersection
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return returnresult;
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return result;
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}
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float root = ((-itestPart2) - (float) Math.Sqrt((double) rootsqr))/(itestPart1*2.0f);
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if (root < 0.0f)
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{
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// nope, no intersection
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return returnresult;
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return result;
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}
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}
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new Vector3(iray.Origin.X + (iray.Direction.X*root), iray.Origin.Y + (iray.Direction.Y*root),
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iray.Origin.Z + (iray.Direction.Z*root));
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returnresult.HitTF = true;
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returnresult.ipoint = ipoint;
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result.HitTF = true;
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result.ipoint = ipoint;
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// Normal is calculated by the difference and then normalizing the result
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Vector3 normalpart = ipoint - vAbsolutePosition;
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returnresult.normal = normalpart / normalpart.Length();
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result.normal = normalpart / normalpart.Length();
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// It's funny how the Vector3 object has a Distance function, but the Axiom.Math object doesn't.
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// I can write a function to do it.. but I like the fact that this one is Static.
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@ -2802,9 +2800,9 @@ if (m_shape != null) {
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Vector3 distanceConvert2 = new Vector3(ipoint.X, ipoint.Y, ipoint.Z);
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float distance = (float) Util.GetDistanceTo(distanceConvert1, distanceConvert2);
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returnresult.distance = distance;
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result.distance = distance;
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return returnresult;
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return result;
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}
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public EntityIntersection TestIntersectionOBB(Ray iray, Quaternion parentrot, bool frontFacesOnly, bool faceCenters)
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@ -3008,9 +3006,9 @@ if (m_shape != null) {
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//distance[i] = (normals[i].X * AmBa.X + normals[i].Y * AmBa.Y + normals[i].Z * AmBa.Z) * -1;
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}
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EntityIntersection returnresult = new EntityIntersection();
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EntityIntersection result = new EntityIntersection();
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returnresult.distance = 1024;
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result.distance = 1024;
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float c = 0;
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float a = 0;
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float d = 0;
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//{
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//if (iray.Origin.Dot(normals[i]) > d)
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//{
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//return returnresult;
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//return result;
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//}
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// else
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//{
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@ -3044,7 +3042,7 @@ if (m_shape != null) {
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//{
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//if (a > fmin)
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//{
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//return returnresult;
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//return result;
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//}
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//fmax = a;
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//}
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//{
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//if (a < 0 || a < fmax)
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//{
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//return returnresult;
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//return result;
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//}
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//fmin = a;
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//}
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@ -3112,17 +3110,17 @@ if (m_shape != null) {
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// distance2 = (float)GetDistanceTo(q, iray.Origin);
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//}
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if (distance2 < returnresult.distance)
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if (distance2 < result.distance)
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{
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returnresult.distance = distance2;
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returnresult.HitTF = true;
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returnresult.ipoint = q;
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result.distance = distance2;
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result.HitTF = true;
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result.ipoint = q;
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//m_log.Info("[FACE]:" + i.ToString());
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//m_log.Info("[POINT]: " + q.ToString());
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//m_log.Info("[DIST]: " + distance2.ToString());
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if (faceCenters)
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{
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returnresult.normal = AAfacenormals[i] * AXrot;
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result.normal = AAfacenormals[i] * AXrot;
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Vector3 scaleComponent = AAfacenormals[i];
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float ScaleOffset = 0.5f;
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@ -3130,20 +3128,20 @@ if (m_shape != null) {
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if (scaleComponent.Y != 0) ScaleOffset = AXscale.Y;
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if (scaleComponent.Z != 0) ScaleOffset = AXscale.Z;
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ScaleOffset = Math.Abs(ScaleOffset);
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Vector3 offset = returnresult.normal * ScaleOffset;
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returnresult.ipoint = AXpos + offset;
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Vector3 offset = result.normal * ScaleOffset;
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result.ipoint = AXpos + offset;
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///pos = (intersectionpoint + offset);
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}
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else
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{
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returnresult.normal = normals[i];
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result.normal = normals[i];
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}
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returnresult.AAfaceNormal = AAfacenormals[i];
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result.AAfaceNormal = AAfacenormals[i];
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}
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}
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}
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return returnresult;
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return result;
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}
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/// <summary>
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@ -212,6 +212,6 @@ namespace OpenSim.Region.OptionalModules.Scripting.Minimodule
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bool Bright { get; set; } // SetPrimParms(FULLBRIGHT)
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double Bloom { get; set; } // SetPrimParms(GLOW)
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bool Shiny { get; set; } // SetPrimParms(SHINY)
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bool BumpMap { get; set; } // SetPrimParms(BUMPMAP) [DEPRECIATE IN FAVOUR OF UUID?]
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bool BumpMap { get; set; } // SetPrimParms(BUMPMAP) [DEPRECATE IN FAVOUR OF UUID?]
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}
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}
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@ -347,18 +347,13 @@ namespace OpenSim.Region.Physics.OdePlugin
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#endif
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}
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// zero out a heightmap array float array (single dimention [flattened]))
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// zero out a heightmap array float array (single dimension [flattened]))
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if ((int)Constants.RegionSize == 256)
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_heightmap = new float[514*514];
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else
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_heightmap = new float[(((int)Constants.RegionSize + 2) * ((int)Constants.RegionSize + 2))];
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_watermap = new float[258 * 258];
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// Zero out the prim spaces array (we split our space into smaller spaces so
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// we can hit test less.
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}
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@ -2197,7 +2192,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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/// <summary>
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/// Called when a static prim moves. Allocates a space for the prim based on it's position
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/// Called when a static prim moves. Allocates a space for the prim based on its position
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/// </summary>
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/// <param name="geom">the pointer to the geom that moved</param>
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/// <param name="pos">the position that the geom moved to</param>
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@ -3013,7 +3008,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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float[] returnarr = new float[262144];
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float[,] resultarr = new float[m_regionWidth, m_regionHeight];
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// Filling out the array into it's multi-dimentional components
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// Filling out the array into its multi-dimensional components
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for (int y = 0; y < m_regionHeight; y++)
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{
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for (int x = 0; x < m_regionWidth; x++)
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@ -3126,7 +3121,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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float[] returnarr = new float[262144];
|
||||
float[,] resultarr = new float[m_regionWidth,m_regionHeight];
|
||||
|
||||
// Filling out the array into it's multi-dimentional components
|
||||
// Filling out the array into its multi-dimensional components
|
||||
for (int y = 0; y < m_regionHeight; y++)
|
||||
{
|
||||
for (int x = 0; x < m_regionWidth; x++)
|
||||
|
|
|
@ -4,7 +4,7 @@
|
|||
save_crashes = false
|
||||
|
||||
; Directory to save crashes to if above is enabled
|
||||
; (eg default is /opensimdir/crashes/*.txt or C:\opensim\crashes\*.txt)
|
||||
; (default is /opensimdir/crashes/*.txt or C:\opensim\crashes\*.txt)
|
||||
crash_dir = "crashes"
|
||||
|
||||
; Place to create a PID file
|
||||
|
@ -19,11 +19,11 @@
|
|||
; inside your firewall, separate patterns with a ';'
|
||||
; HttpProxyExceptions = ".mydomain.com;localhost"
|
||||
|
||||
; Set this to true if you are connecting your OpenSimulator regions to a grid
|
||||
; Set this to false if you are running OpenSimulator in standalone mode
|
||||
; Set this to true if you are connecting your regions to a grid
|
||||
; Set this to false if you are running in standalone mode
|
||||
gridmode = false
|
||||
|
||||
; Set this to true if you want this OpenSimulator to run the Hypergrid functionality
|
||||
; Set this to true if you want Hypergrid functionality
|
||||
hypergrid = false
|
||||
|
||||
startup_console_commands_file = "startup_commands.txt"
|
||||
|
@ -39,7 +39,7 @@
|
|||
; Enables EventQueueGet Service.
|
||||
EventQueue = true
|
||||
|
||||
; Set this to the DLL containig the client stack to use.
|
||||
; Set this to the DLL containing the client stack to use.
|
||||
clientstack_plugin="OpenSim.Region.ClientStack.LindenUDP.dll"
|
||||
|
||||
; ##
|
||||
|
@ -60,7 +60,7 @@
|
|||
; except that everything is also enclosed in a <Regions> tag.
|
||||
; regionload_webserver_url = "http://example.com/regions.xml";
|
||||
|
||||
; Draw objects on maptile. This step might take a long time if you've got a huge amount of
|
||||
; Draw objects on maptile. This step might take a long time if you've got a large number of
|
||||
; objects, so you can turn it off here if you'd like.
|
||||
DrawPrimOnMapTile = true
|
||||
; Use terrain texture for maptiles if true, use shaded green if false
|
||||
|
@ -129,11 +129,11 @@
|
|||
; if you would like to allow prims to be physical and move by physics with the physical checkbox in the client set this to true.
|
||||
physical_prim = true
|
||||
|
||||
; Select a mesher here. ZeroMesher is save and fast.
|
||||
; Select a mesher here. ZeroMesher is safe and fast.
|
||||
; ZeroMesher also means that the physics engine models the physics of prims
|
||||
; sticking to the basic shapes the engine does support. Usually this is only a box.
|
||||
; Meshmerizer gives a better handling of complex prims by using triangle meshes.
|
||||
; Note, that only ODE physics currently deals with meshed prims in a satisfactoring way
|
||||
; Note that only ODE physics currently deals with meshed prims in a satisfactory way
|
||||
;
|
||||
meshing = ZeroMesher
|
||||
;meshing = Meshmerizer
|
||||
|
@ -429,9 +429,8 @@
|
|||
; surface layer around geometries other geometries can sink into before generating a contact
|
||||
world_contact_surface_layer = 0.001
|
||||
|
||||
; Filtering Collisions helps keep things stable physics wise, but sometimes
|
||||
; it can be over zealous. If you notice bouncing, chances are it's being just
|
||||
; that
|
||||
; Filtering collisions helps keep things stable physics wise, but sometimes
|
||||
; it can be overzealous. If you notice bouncing, chances are it's that.
|
||||
filter_collisions = false
|
||||
|
||||
; Non Moving Terrain Contact (avatar isn't moving)
|
||||
|
@ -1371,7 +1370,6 @@
|
|||
; to customize your data
|
||||
|
||||
|
||||
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
;; The below pulls in optional module config files
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
|
|
Loading…
Reference in New Issue