Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
commit
c915791824
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@ -305,6 +305,10 @@ public sealed class BSLinksetCompound : BSLinkset
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// Note that this works for rebuilding just the root after a linkset is taken apart.
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// Called at taint time!!
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private bool UseBulletSimRootOffsetHack = false; // Attempt to have Bullet track the coords of root compound shape
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// Number of times to perform rebuilds on broken linkset children. This should only happen when
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// a linkset is initially being created and should happen only one or two times at the most.
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// This exists to cause a looping problem to be reported while not rebuilding a linkset forever.
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private static int LinksetRebuildFailureLoopPrevention = 10;
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private void RecomputeLinksetCompound()
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{
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try
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@ -376,9 +380,32 @@ public sealed class BSLinksetCompound : BSLinkset
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OMV.Quaternion offsetRot = OMV.Quaternion.Normalize(cPrim.RawOrientation) * invRootOrientation;
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// Add the child shape to the compound shape being built
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m_physicsScene.PE.AddChildShapeToCompoundShape(linksetShape.physShapeInfo, childShape.physShapeInfo, offsetPos, offsetRot);
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DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,addChild,indx={1},cShape={2},offPos={3},offRot={4}",
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LinksetRoot.LocalID, cPrim.LinksetChildIndex, childShape, offsetPos, offsetRot);
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if (childShape.physShapeInfo.HasPhysicalShape)
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{
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m_physicsScene.PE.AddChildShapeToCompoundShape(linksetShape.physShapeInfo, childShape.physShapeInfo, offsetPos, offsetRot);
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DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,addChild,indx={1},cShape={2},offPos={3},offRot={4}",
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LinksetRoot.LocalID, cPrim.LinksetChildIndex, childShape, offsetPos, offsetRot);
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}
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else
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{
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// The linkset must be in an intermediate state where all the children have not yet
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// been constructed. This sometimes happens on startup when everything is getting
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// built and some shapes have to wait for assets to be read in.
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// Just skip this child for the moment and cause the shape to be rebuilt next tick.
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// One problem might be that the shape is broken somehow and it never becomes completely
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// available. This might cause the rebuild to happen over and over.
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if (LinksetRebuildFailureLoopPrevention-- > 0)
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{
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LinksetRoot.ForceBodyShapeRebuild(false);
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DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,addChildWithNoShape,indx={1},cShape={2},offPos={3},offRot={4}",
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LinksetRoot.LocalID, cPrim.LinksetChildIndex, childShape, offsetPos, offsetRot);
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// Output an annoying warning. It should only happen once but if it keeps coming out,
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// the user knows there is something wrong and will report it.
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m_physicsScene.Logger.WarnFormat("{0} Linkset rebuild warning. If this happens more than one or two times, please report in Mantis 7191", LogHeader);
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m_physicsScene.Logger.WarnFormat("{0} pName={1}, childIdx={2}, shape={3}",
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LogHeader, LinksetRoot.Name, cPrim.LinksetChildIndex, childShape);
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}
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}
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// Since we are borrowing the shape of the child, disable the origional child body
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if (!IsRoot(cPrim))
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@ -701,7 +701,7 @@
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MaxOutgoingTransferVersion = "SIMULATION/0.3"
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; The maximum distance in regions that an agent is allowed to teleport
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; along the x or y axis. This is set to 16383 because current viewers
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; along the x or y axis. This is set to 65535 because current viewers
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; can't handle teleports that are greater than this distance
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; Setting to 0 will allow teleports of any distance
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;
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@ -1755,8 +1755,12 @@
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[Terrain]
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; Values can be "pinhead-island" or "flat"
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InitialTerrain = "pinhead-island"
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; If 'true' each avatar is only sent terrain patches within their view distance
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; This also changes the region terrain loading from 'lawn mower' to ordered around
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; the avatar outward.
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SendTerrainUpdatesByViewDistance = False
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;;
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;; If you are using a simian grid frontend you can enable
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