Merge branch 'master' of ssh://opensimulator.org/var/git/opensim

bullet-2.82
Diva Canto 2014-06-08 12:18:49 -07:00
commit c915791824
2 changed files with 36 additions and 5 deletions

View File

@ -305,6 +305,10 @@ public sealed class BSLinksetCompound : BSLinkset
// Note that this works for rebuilding just the root after a linkset is taken apart.
// Called at taint time!!
private bool UseBulletSimRootOffsetHack = false; // Attempt to have Bullet track the coords of root compound shape
// Number of times to perform rebuilds on broken linkset children. This should only happen when
// a linkset is initially being created and should happen only one or two times at the most.
// This exists to cause a looping problem to be reported while not rebuilding a linkset forever.
private static int LinksetRebuildFailureLoopPrevention = 10;
private void RecomputeLinksetCompound()
{
try
@ -376,9 +380,32 @@ public sealed class BSLinksetCompound : BSLinkset
OMV.Quaternion offsetRot = OMV.Quaternion.Normalize(cPrim.RawOrientation) * invRootOrientation;
// Add the child shape to the compound shape being built
m_physicsScene.PE.AddChildShapeToCompoundShape(linksetShape.physShapeInfo, childShape.physShapeInfo, offsetPos, offsetRot);
DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,addChild,indx={1},cShape={2},offPos={3},offRot={4}",
LinksetRoot.LocalID, cPrim.LinksetChildIndex, childShape, offsetPos, offsetRot);
if (childShape.physShapeInfo.HasPhysicalShape)
{
m_physicsScene.PE.AddChildShapeToCompoundShape(linksetShape.physShapeInfo, childShape.physShapeInfo, offsetPos, offsetRot);
DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,addChild,indx={1},cShape={2},offPos={3},offRot={4}",
LinksetRoot.LocalID, cPrim.LinksetChildIndex, childShape, offsetPos, offsetRot);
}
else
{
// The linkset must be in an intermediate state where all the children have not yet
// been constructed. This sometimes happens on startup when everything is getting
// built and some shapes have to wait for assets to be read in.
// Just skip this child for the moment and cause the shape to be rebuilt next tick.
// One problem might be that the shape is broken somehow and it never becomes completely
// available. This might cause the rebuild to happen over and over.
if (LinksetRebuildFailureLoopPrevention-- > 0)
{
LinksetRoot.ForceBodyShapeRebuild(false);
DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,addChildWithNoShape,indx={1},cShape={2},offPos={3},offRot={4}",
LinksetRoot.LocalID, cPrim.LinksetChildIndex, childShape, offsetPos, offsetRot);
// Output an annoying warning. It should only happen once but if it keeps coming out,
// the user knows there is something wrong and will report it.
m_physicsScene.Logger.WarnFormat("{0} Linkset rebuild warning. If this happens more than one or two times, please report in Mantis 7191", LogHeader);
m_physicsScene.Logger.WarnFormat("{0} pName={1}, childIdx={2}, shape={3}",
LogHeader, LinksetRoot.Name, cPrim.LinksetChildIndex, childShape);
}
}
// Since we are borrowing the shape of the child, disable the origional child body
if (!IsRoot(cPrim))

View File

@ -701,7 +701,7 @@
MaxOutgoingTransferVersion = "SIMULATION/0.3"
; The maximum distance in regions that an agent is allowed to teleport
; along the x or y axis. This is set to 16383 because current viewers
; along the x or y axis. This is set to 65535 because current viewers
; can't handle teleports that are greater than this distance
; Setting to 0 will allow teleports of any distance
;
@ -1755,8 +1755,12 @@
[Terrain]
; Values can be "pinhead-island" or "flat"
InitialTerrain = "pinhead-island"
; If 'true' each avatar is only sent terrain patches within their view distance
; This also changes the region terrain loading from 'lawn mower' to ordered around
; the avatar outward.
SendTerrainUpdatesByViewDistance = False
;;
;; If you are using a simian grid frontend you can enable