add entries the the ini.example files for ubODE
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e9a56d5e19
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@ -244,7 +244,9 @@
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;; Default is Meshmerizer
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; meshing = Meshmerizer
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; meshing = ZeroMesher
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;; select ubODEMeshmerizer only with ubOde physics engine
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; meshing = ubODEMeshmerizer
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;; Choose one of the physics engines below
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;# {physics} {} {Select physics engine} {OpenDynamicsEngine BulletSim basicphysics POS} BulletSim
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;; BulletSim is the default physics engine. It provides the best performance and most functionality.
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@ -257,6 +259,9 @@
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; physics = BulletSim
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; physics = basicphysics
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; physics = POS
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;; alternative OpenDynamicsEngine engine. ubODEMeshmerizer meshing above MUST be selected also
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;; see also ODEPhysicsSettings section
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; physics = ubODE
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;# {DefaultScriptEngine} {} {Default script engine} {XEngine} XEngine
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;; Default script engine to use. Currently, we only have XEngine
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@ -692,7 +697,6 @@
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;; (see NINJA Physics, http://opensimulator.org/wiki/NINJA_Physics)
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; use_NINJA_physics_joints = false
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[RemoteAdmin]
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;; This is the remote admin module, which uses XMLRPC requests to
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;; manage regions from a web interface.
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@ -135,7 +135,9 @@
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meshing = Meshmerizer
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;meshing = ZeroMesher
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; select ubODEMeshmerizer only with ubOde physics engine
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; meshing = ubODEMeshmerizer
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; Choose one of the physics engines below
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; OpenDynamicsEngine is by some distance the most developed physics engine
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; basicphysics effectively does not model physics at all, making all objects phantom
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@ -144,7 +146,8 @@
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;physics = basicphysics
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;physics = POS
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;physics = modified_BulletX
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; alternative OpenDynamicsEngine engine. ubODEMeshmerizer meshing above MUST be selected also
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; physics = ubODE
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; ##
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; ## PERMISSIONS
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; ##
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@ -501,7 +504,7 @@
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; float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, 2)*CAPSULE_LENGTH);
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; av_density * AVvolume;
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av_density = 80
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; use this value to cut 52% of the height the sim gives us
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av_height_fudge_factor = 0.52
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