Merge branch 'master' of /home/opensim/var/repo/opensim
commit
a37040d07a
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@ -300,76 +300,74 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
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}
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}
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}
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}
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// Disabled for now as it looks like http://opensimulator.org/mantis/view.php?id=6311 was fixed by fixes
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// XXX: This code was placed here to try and accomodate RLV which moves given folders named #RLV/~<name>
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// to inventory folder versioning allowing the viewer to move the received folder itself as happens on the
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// to the requested folder, which in this case is #RLV. However, it is the viewer that appears to be
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// LL grid. Doing it again server-side then wrongly does a second create and move
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// response from renaming the #RLV/~example folder to ~example. For some reason this is not yet
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// // XXX: This code was placed here to try and accomdate RLV which moves given folders named #RLV/~<name>
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// happening, possibly because we are not sending the correct inventory update messages with the correct
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// // to a folder called name in #RLV. However, this approach may not be ultimately correct - from analysis
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// transaction IDs
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// // of Firestorm 4.2.2 on sending an InventoryOffered instead of TaskInventoryOffered (as was previously
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else if (im.dialog == (byte) InstantMessageDialog.TaskInventoryAccepted)
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// // done), the viewer itself would appear to move and rename the folder, rather than the simulator doing it here.
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{
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// else if (im.dialog == (byte) InstantMessageDialog.TaskInventoryAccepted)
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UUID destinationFolderID = UUID.Zero;
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// {
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// UUID destinationFolderID = UUID.Zero;
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if (im.binaryBucket != null && im.binaryBucket.Length >= 16)
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//
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{
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// if (im.binaryBucket != null && im.binaryBucket.Length >= 16)
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destinationFolderID = new UUID(im.binaryBucket, 0);
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// {
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}
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// destinationFolderID = new UUID(im.binaryBucket, 0);
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// }
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if (destinationFolderID != UUID.Zero)
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//
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{
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// if (destinationFolderID != UUID.Zero)
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InventoryFolderBase destinationFolder = new InventoryFolderBase(destinationFolderID, client.AgentId);
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// {
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if (destinationFolder == null)
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// InventoryFolderBase destinationFolder = new InventoryFolderBase(destinationFolderID, client.AgentId);
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{
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// if (destinationFolder == null)
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m_log.WarnFormat(
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// {
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"[INVENTORY TRANSFER]: TaskInventoryAccepted message from {0} in {1} specified folder {2} which does not exist",
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// m_log.WarnFormat(
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client.Name, scene.Name, destinationFolderID);
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// "[INVENTORY TRANSFER]: TaskInventoryAccepted message from {0} in {1} specified folder {2} which does not exist",
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// client.Name, scene.Name, destinationFolderID);
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return;
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//
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}
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// return;
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// }
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IInventoryService invService = scene.InventoryService;
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//
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// IInventoryService invService = scene.InventoryService;
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UUID inventoryID = new UUID(im.imSessionID); // The inventory item/folder, back from it's trip
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//
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// UUID inventoryID = new UUID(im.imSessionID); // The inventory item/folder, back from it's trip
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InventoryItemBase item = new InventoryItemBase(inventoryID, client.AgentId);
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//
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item = invService.GetItem(item);
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// InventoryItemBase item = new InventoryItemBase(inventoryID, client.AgentId);
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InventoryFolderBase folder = null;
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// item = invService.GetItem(item);
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UUID? previousParentFolderID = null;
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// InventoryFolderBase folder = null;
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// UUID? previousParentFolderID = null;
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if (item != null) // It's an item
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//
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{
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// if (item != null) // It's an item
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previousParentFolderID = item.Folder;
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// {
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item.Folder = destinationFolderID;
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// previousParentFolderID = item.Folder;
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// item.Folder = destinationFolderID;
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invService.DeleteItems(item.Owner, new List<UUID>() { item.ID });
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//
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scene.AddInventoryItem(client, item);
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// invService.DeleteItems(item.Owner, new List<UUID>() { item.ID });
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}
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// scene.AddInventoryItem(client, item);
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else
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// }
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{
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// else
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folder = new InventoryFolderBase(inventoryID, client.AgentId);
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// {
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folder = invService.GetFolder(folder);
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// folder = new InventoryFolderBase(inventoryID, client.AgentId);
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// folder = invService.GetFolder(folder);
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if (folder != null) // It's a folder
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//
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{
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// if (folder != null) // It's a folder
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previousParentFolderID = folder.ParentID;
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// {
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folder.ParentID = destinationFolderID;
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// previousParentFolderID = folder.ParentID;
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invService.MoveFolder(folder);
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// folder.ParentID = destinationFolderID;
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}
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// invService.MoveFolder(folder);
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}
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// }
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// }
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// Tell client about updates to original parent and new parent (this should probably be factored with existing move item/folder code).
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//
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if (previousParentFolderID != null)
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// // Tell client about updates to original parent and new parent (this should probably be factored with existing move item/folder code).
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{
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// if (previousParentFolderID != null)
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InventoryFolderBase previousParentFolder
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// {
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= new InventoryFolderBase((UUID)previousParentFolderID, client.AgentId);
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// InventoryFolderBase previousParentFolder
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previousParentFolder = invService.GetFolder(previousParentFolder);
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// = new InventoryFolderBase((UUID)previousParentFolderID, client.AgentId);
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scene.SendInventoryUpdate(client, previousParentFolder, true, true);
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// previousParentFolder = invService.GetFolder(previousParentFolder);
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// scene.SendInventoryUpdate(client, previousParentFolder, true, true);
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scene.SendInventoryUpdate(client, destinationFolder, true, true);
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//
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}
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// scene.SendInventoryUpdate(client, destinationFolder, true, true);
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}
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// }
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}
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// }
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// }
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else if (
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else if (
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im.dialog == (byte)InstantMessageDialog.InventoryDeclined
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im.dialog == (byte)InstantMessageDialog.InventoryDeclined
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|| im.dialog == (byte)InstantMessageDialog.TaskInventoryDeclined)
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|| im.dialog == (byte)InstantMessageDialog.TaskInventoryDeclined)
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@ -59,7 +59,7 @@ public sealed class BSLinksetCompound : BSLinkset
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// refresh will happen once after all the other taints are applied.
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// refresh will happen once after all the other taints are applied.
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public override void Refresh(BSPhysObject requestor)
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public override void Refresh(BSPhysObject requestor)
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{
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{
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// External request for Refresh (from BSPrim) is not necessary
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// External request for Refresh (from BSPrim) doesn't need to do anything
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// InternalRefresh(requestor);
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// InternalRefresh(requestor);
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}
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}
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@ -86,7 +86,7 @@ public sealed class BSLinksetCompound : BSLinkset
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DetailLog("{0},BSLinksetCompound.MakeDynamic,call,IsRoot={1}", child.LocalID, IsRoot(child));
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DetailLog("{0},BSLinksetCompound.MakeDynamic,call,IsRoot={1}", child.LocalID, IsRoot(child));
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if (!IsRoot(child))
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if (!IsRoot(child))
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{
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{
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// Physical children are removed from the world as the shape ofthe root compound
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// The origional prims are removed from the world as the shape of the root compound
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// shape takes over.
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// shape takes over.
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BulletSimAPI.AddToCollisionFlags2(child.PhysBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE);
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BulletSimAPI.AddToCollisionFlags2(child.PhysBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE);
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BulletSimAPI.ForceActivationState2(child.PhysBody.ptr, ActivationState.DISABLE_SIMULATION);
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BulletSimAPI.ForceActivationState2(child.PhysBody.ptr, ActivationState.DISABLE_SIMULATION);
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@ -118,7 +118,7 @@ public sealed class BSLinksetCompound : BSLinkset
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// Called at taint-time!!
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// Called at taint-time!!
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public override void UpdateProperties(BSPhysObject updated)
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public override void UpdateProperties(BSPhysObject updated)
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{
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{
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// Nothing to do for constraints on property updates
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// Nothing to do for compound linksets on property updates
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}
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}
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// The children move around in relationship to the root.
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// The children move around in relationship to the root.
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@ -257,6 +257,11 @@ public sealed class BSLinksetCompound : BSLinkset
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BulletSimAPI.AddChildShapeToCompoundShape2(LinksetRoot.PhysShape.ptr, cPrim.PhysShape.ptr, displacementPos, displacementRot);
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BulletSimAPI.AddChildShapeToCompoundShape2(LinksetRoot.PhysShape.ptr, cPrim.PhysShape.ptr, displacementPos, displacementRot);
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}
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}
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}
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}
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// TODO: need to phantomize the child prims left behind.
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// Maybe just destroy the children bodies and shapes and have them rebuild on unlink.
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// Selection/deselection might cause way too many build/destructions esp. for LARGE linksets.
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return false; // 'false' says to move onto the next child in the list
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return false; // 'false' says to move onto the next child in the list
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});
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});
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@ -190,6 +190,8 @@ public sealed class BSPrim : BSPhysObject
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}
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}
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public override bool Selected {
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public override bool Selected {
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set {
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set {
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if (value != _isSelected)
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{
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_isSelected = value;
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_isSelected = value;
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PhysicsScene.TaintedObject("BSPrim.setSelected", delegate()
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PhysicsScene.TaintedObject("BSPrim.setSelected", delegate()
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{
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{
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@ -198,6 +200,7 @@ public sealed class BSPrim : BSPhysObject
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});
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});
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}
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}
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}
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}
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}
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public override void CrossingFailure() { return; }
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public override void CrossingFailure() { return; }
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// link me to the specified parent
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// link me to the specified parent
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@ -678,8 +681,11 @@ public sealed class BSPrim : BSPhysObject
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CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.CF_STATIC_OBJECT);
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CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.CF_STATIC_OBJECT);
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// Stop all movement
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// Stop all movement
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ZeroMotion(true);
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ZeroMotion(true);
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// Center of mass is at the center of the object
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// DEBUG DEBUG BulletSimAPI.SetCenterOfMassByPosRot2(Linkset.LinksetRoot.PhysBody.ptr, _position, _orientation);
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// Set various physical properties so other object interact properly
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BulletSimAPI.SetFriction2(PhysBody.ptr, PhysicsScene.Params.defaultFriction);
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BulletSimAPI.SetRestitution2(PhysBody.ptr, PhysicsScene.Params.defaultRestitution);
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// Mass is zero which disables a bunch of physics stuff in Bullet
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// Mass is zero which disables a bunch of physics stuff in Bullet
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UpdatePhysicalMassProperties(0f);
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UpdatePhysicalMassProperties(0f);
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// Set collision detection parameters
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// Set collision detection parameters
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@ -688,13 +694,15 @@ public sealed class BSPrim : BSPhysObject
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BulletSimAPI.SetCcdMotionThreshold2(PhysBody.ptr, PhysicsScene.Params.ccdMotionThreshold);
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BulletSimAPI.SetCcdMotionThreshold2(PhysBody.ptr, PhysicsScene.Params.ccdMotionThreshold);
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BulletSimAPI.SetCcdSweptSphereRadius2(PhysBody.ptr, PhysicsScene.Params.ccdSweptSphereRadius);
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BulletSimAPI.SetCcdSweptSphereRadius2(PhysBody.ptr, PhysicsScene.Params.ccdSweptSphereRadius);
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}
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}
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// There can be special things needed for implementing linksets
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Linkset.MakeStatic(this);
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// The activation state is 'disabled' so Bullet will not try to act on it.
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// The activation state is 'disabled' so Bullet will not try to act on it.
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// BulletSimAPI.ForceActivationState2(PhysBody.ptr, ActivationState.DISABLE_SIMULATION);
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// BulletSimAPI.ForceActivationState2(PhysBody.ptr, ActivationState.DISABLE_SIMULATION);
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// Start it out sleeping and physical actions could wake it up.
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// Start it out sleeping and physical actions could wake it up.
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BulletSimAPI.ForceActivationState2(PhysBody.ptr, ActivationState.ISLAND_SLEEPING);
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BulletSimAPI.ForceActivationState2(PhysBody.ptr, ActivationState.ISLAND_SLEEPING);
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// There can be special things needed for implementing linksets
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Linkset.MakeStatic(this);
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PhysBody.collisionGroup = CollisionFilterGroups.StaticObjectGroup;
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PhysBody.collisionGroup = CollisionFilterGroups.StaticObjectGroup;
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PhysBody.collisionMask = CollisionFilterGroups.StaticObjectMask;
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PhysBody.collisionMask = CollisionFilterGroups.StaticObjectMask;
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}
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}
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@ -1326,7 +1334,7 @@ public sealed class BSPrim : BSPhysObject
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// Rebuild the geometry and object.
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// Rebuild the geometry and object.
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// This is called when the shape changes so we need to recreate the mesh/hull.
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// This is called when the shape changes so we need to recreate the mesh/hull.
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// Called at taint-time!!!
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// Called at taint-time!!!
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private void CreateGeomAndObject(bool forceRebuild)
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public void CreateGeomAndObject(bool forceRebuild)
|
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{
|
{
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// If this prim is part of a linkset, we must remove and restore the physical
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// If this prim is part of a linkset, we must remove and restore the physical
|
||||||
// links if the body is rebuilt.
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// links if the body is rebuilt.
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@ -1341,7 +1349,7 @@ public sealed class BSPrim : BSPhysObject
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{
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{
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// Called if the current prim body is about to be destroyed.
|
// Called if the current prim body is about to be destroyed.
|
||||||
// Remove all the physical dependencies on the old body.
|
// Remove all the physical dependencies on the old body.
|
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// (Maybe someday make the changing of BSShape an event handled by BSLinkset.)
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// (Maybe someday make the changing of BSShape an event to be subscribed to by BSLinkset, ...)
|
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needToRestoreLinkset = Linkset.RemoveBodyDependencies(this);
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needToRestoreLinkset = Linkset.RemoveBodyDependencies(this);
|
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needToRestoreVehicle = _vehicle.RemoveBodyDependencies(this);
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needToRestoreVehicle = _vehicle.RemoveBodyDependencies(this);
|
||||||
});
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});
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|
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@ -415,7 +415,7 @@ public sealed class BSShapeCollection : IDisposable
|
||||||
if (!haveShape && prim.PreferredPhysicalShape == BSPhysicsShapeType.SHAPE_CAPSULE)
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if (!haveShape && prim.PreferredPhysicalShape == BSPhysicsShapeType.SHAPE_CAPSULE)
|
||||||
{
|
{
|
||||||
// an avatar capsule is close to a native shape (it is not shared)
|
// an avatar capsule is close to a native shape (it is not shared)
|
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ret = GetReferenceToNativeShape(prim, BSPhysicsShapeType.SHAPE_CAPSULE,
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GetReferenceToNativeShape(prim, BSPhysicsShapeType.SHAPE_CAPSULE,
|
||||||
FixedShapeKey.KEY_CAPSULE, shapeCallback);
|
FixedShapeKey.KEY_CAPSULE, shapeCallback);
|
||||||
if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,avatarCapsule,shape={1}", prim.LocalID, prim.PhysShape);
|
if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,avatarCapsule,shape={1}", prim.LocalID, prim.PhysShape);
|
||||||
ret = true;
|
ret = true;
|
||||||
|
@ -423,7 +423,7 @@ public sealed class BSShapeCollection : IDisposable
|
||||||
}
|
}
|
||||||
|
|
||||||
// Compound shapes are handled special as they are rebuilt from scratch.
|
// Compound shapes are handled special as they are rebuilt from scratch.
|
||||||
// This isn't too great a hardship since most of the child shapes will already been created.
|
// This isn't too great a hardship since most of the child shapes will have already been created.
|
||||||
if (!haveShape && prim.PreferredPhysicalShape == BSPhysicsShapeType.SHAPE_COMPOUND)
|
if (!haveShape && prim.PreferredPhysicalShape == BSPhysicsShapeType.SHAPE_COMPOUND)
|
||||||
{
|
{
|
||||||
ret = GetReferenceToCompoundShape(prim, shapeCallback);
|
ret = GetReferenceToCompoundShape(prim, shapeCallback);
|
||||||
|
@ -460,6 +460,9 @@ public sealed class BSShapeCollection : IDisposable
|
||||||
&& pbs.PathScaleX == 100 && pbs.PathScaleY == 100
|
&& pbs.PathScaleX == 100 && pbs.PathScaleY == 100
|
||||||
&& pbs.PathShearX == 0 && pbs.PathShearY == 0) ) )
|
&& pbs.PathShearX == 0 && pbs.PathShearY == 0) ) )
|
||||||
{
|
{
|
||||||
|
if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,maybeNative,force={1},primScale={2},primSize={3},primShape={4}",
|
||||||
|
prim.LocalID, forceRebuild, prim.Scale, prim.Size, prim.PhysShape.type);
|
||||||
|
|
||||||
// It doesn't look like Bullet scales spheres so make sure the scales are all equal
|
// It doesn't look like Bullet scales spheres so make sure the scales are all equal
|
||||||
if ((pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1)
|
if ((pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1)
|
||||||
&& pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z)
|
&& pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z)
|
||||||
|
@ -538,6 +541,8 @@ public sealed class BSShapeCollection : IDisposable
|
||||||
if (DDetail) DetailLog("{0},BSShapeCollection.AddNativeShapeToPrim,create,newshape={1},scale={2}",
|
if (DDetail) DetailLog("{0},BSShapeCollection.AddNativeShapeToPrim,create,newshape={1},scale={2}",
|
||||||
prim.LocalID, newShape, prim.Scale);
|
prim.LocalID, newShape, prim.Scale);
|
||||||
|
|
||||||
|
// native shapes are scaled by Bullet
|
||||||
|
prim.Scale = prim.Size;
|
||||||
prim.PhysShape = newShape;
|
prim.PhysShape = newShape;
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
@ -550,8 +555,8 @@ public sealed class BSShapeCollection : IDisposable
|
||||||
ShapeData nativeShapeData = new ShapeData();
|
ShapeData nativeShapeData = new ShapeData();
|
||||||
nativeShapeData.Type = shapeType;
|
nativeShapeData.Type = shapeType;
|
||||||
nativeShapeData.ID = prim.LocalID;
|
nativeShapeData.ID = prim.LocalID;
|
||||||
nativeShapeData.Scale = prim.Scale;
|
nativeShapeData.Scale = prim.Size;
|
||||||
nativeShapeData.Size = prim.Scale; // unneeded, I think.
|
nativeShapeData.Size = prim.Size; // unneeded, I think.
|
||||||
nativeShapeData.MeshKey = (ulong)shapeKey;
|
nativeShapeData.MeshKey = (ulong)shapeKey;
|
||||||
nativeShapeData.HullKey = (ulong)shapeKey;
|
nativeShapeData.HullKey = (ulong)shapeKey;
|
||||||
|
|
||||||
|
@ -566,8 +571,6 @@ public sealed class BSShapeCollection : IDisposable
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
// Native shapes are scaled in Bullet so set the scaling to the size
|
// Native shapes are scaled in Bullet so set the scaling to the size
|
||||||
prim.Scale = prim.Size;
|
|
||||||
nativeShapeData.Scale = prim.Scale;
|
|
||||||
newShape = new BulletShape(BulletSimAPI.BuildNativeShape2(PhysicsScene.World.ptr, nativeShapeData), shapeType);
|
newShape = new BulletShape(BulletSimAPI.BuildNativeShape2(PhysicsScene.World.ptr, nativeShapeData), shapeType);
|
||||||
}
|
}
|
||||||
if (newShape.ptr == IntPtr.Zero)
|
if (newShape.ptr == IntPtr.Zero)
|
||||||
|
|
|
@ -5,6 +5,9 @@ CRASHES
|
||||||
20121128.1600: mesh object not rezzing (no physics mesh).
|
20121128.1600: mesh object not rezzing (no physics mesh).
|
||||||
Causes many errors. Doesn't stop after first error with box shape.
|
Causes many errors. Doesn't stop after first error with box shape.
|
||||||
Eventually crashes when deleting the object.
|
Eventually crashes when deleting the object.
|
||||||
|
20121206.1434: rez Sam-pan into OSGrid BulletSim11 region
|
||||||
|
Immediate simulator crash. Mono does not output any stacktrace and
|
||||||
|
log just stops after reporting taint-time linking of the linkset.
|
||||||
|
|
||||||
VEHICLES TODO LIST:
|
VEHICLES TODO LIST:
|
||||||
=================================================
|
=================================================
|
||||||
|
@ -23,9 +26,12 @@ After getting off a vehicle, the root prim is phantom (can be walked through)
|
||||||
Linkset explosion after three "rides" on Nebadon lite vehicle (LinksetConstraint)
|
Linkset explosion after three "rides" on Nebadon lite vehicle (LinksetConstraint)
|
||||||
Implement referenceFrame for all the motion routines.
|
Implement referenceFrame for all the motion routines.
|
||||||
Cannot edit/move a vehicle being ridden: it jumps back to the origional position.
|
Cannot edit/move a vehicle being ridden: it jumps back to the origional position.
|
||||||
|
Border crossing with linked vehicle causes crash
|
||||||
|
|
||||||
BULLETSIM TODO LIST:
|
BULLETSIM TODO LIST:
|
||||||
=================================================
|
=================================================
|
||||||
|
Duplicating a physical prim causes old prim to jump away
|
||||||
|
Dup a phys prim and the original become unselected and thus interacts w/ selected prim.
|
||||||
Disable activity of passive linkset children.
|
Disable activity of passive linkset children.
|
||||||
Since the linkset is a compound object, the old prims are left lying
|
Since the linkset is a compound object, the old prims are left lying
|
||||||
around and need to be phantomized so they don't collide, ...
|
around and need to be phantomized so they don't collide, ...
|
||||||
|
@ -96,7 +102,7 @@ Breakout code for mesh/hull/compound/native into separate BSShape* classes
|
||||||
Generalize Dynamics and PID with standardized motors.
|
Generalize Dynamics and PID with standardized motors.
|
||||||
Generalize Linkset and vehicles into PropertyManagers
|
Generalize Linkset and vehicles into PropertyManagers
|
||||||
Methods for Refresh, RemoveBodyDependencies, RestoreBodyDependencies
|
Methods for Refresh, RemoveBodyDependencies, RestoreBodyDependencies
|
||||||
Possibly generalized a 'pre step action' registration.
|
Potentially add events for shape destruction, etc.
|
||||||
Complete implemention of preStepActions
|
Complete implemention of preStepActions
|
||||||
Replace vehicle step call with prestep event.
|
Replace vehicle step call with prestep event.
|
||||||
Is there a need for postStepActions? postStepTaints?
|
Is there a need for postStepActions? postStepTaints?
|
||||||
|
|
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Reference in New Issue