UbitUmarov
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1848ceac95
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"save the catgirls"
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2012-04-24 05:42:47 +01:00 |
UbitUmarov
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1cfee4e84c
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display heatbeat sleep time in stats. This may not be good for general use, but for testing/debug
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2012-04-24 04:57:59 +01:00 |
UbitUmarov
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95bb2049a0
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fix Simulation time report
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2012-04-24 04:01:29 +01:00 |
UbitUmarov
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f1d6b3e710
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some reduction on time resolution efects on spare time report
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2012-04-24 03:38:13 +01:00 |
UbitUmarov
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b019b20eb8
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*testing* changed stats time reports to be per reported frame and not acumulated in about 1second. Total Frame Time is not just 1/reported sim fps
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2012-04-24 03:05:29 +01:00 |
UbitUmarov
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5a8fdc8a0b
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ubitODE - do own timing control (as chODE does) until heartbeat does it right
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2012-04-23 20:16:53 +01:00 |
UbitUmarov
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e0f81e2400
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ubitODE - several changes...
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2012-04-23 01:47:11 +01:00 |
UbitUmarov
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26fd1e3a0c
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fix a bug i added fixing another....
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2012-04-22 03:08:47 +01:00 |
UbitUmarov
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190e7a4334
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ubitODE: - don't try to hover underground unless volumedetector (that doesn't colide with it)
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2012-04-21 05:16:54 +01:00 |
UbitUmarov
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3b56c44453
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changed seletion code. SOP now knows about parts selection. UI actions are sent to SOP and this reports to SOG. Group is selected if any part is selected.sop.isSelect get() is only used in SOG. Will need to be improved for better performance on largelinksets. *UNTESTED* NEEDS CHECKING for side efects
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2012-04-20 18:51:32 +01:00 |
UbitUmarov
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2c7f035925
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ubitODE: - Change triangles used in terrain height estimation
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2012-04-20 04:49:23 +01:00 |
UbitUmarov
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ec6347f987
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ubitODE - again avatar/terrain collision. Reduce new viewers interpolators efects reporting null velocity and aceleration when stopped near the right position, where they can still have instantanius large values that can get magnified by interpolators, specially using diferent timing estimation.
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2012-04-20 03:17:36 +01:00 |
UbitUmarov
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aeb5aed5b7
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changed - VolumeDetect and phantom setting interaction. Script VD(true) forces phantom ON. UI phantom off turns off VD. Other transitions should only change specific parameter. This is not as current SL. - Fixed volumedetect prims being wrongly removed from physics.
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2012-04-19 23:01:22 +01:00 |
UbitUmarov
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9b02e1cf4a
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Merge branch 'master' of ssh://3dhosting.de/var/git/careminster into ubitwork
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2012-04-19 01:52:23 +01:00 |
Melanie
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411bd0574d
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Allow setting a specific target velocity on TeleportWithMomentum
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2012-04-18 22:16:59 +02:00 |
Melanie
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5936e0c376
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Allow scripts in attachments owned by the NPC to control the NPC
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2012-04-18 19:51:27 +02:00 |
UbitUmarov
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08714a0d38
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ubitODE still retouching character pid
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2012-04-18 03:59:38 +01:00 |
UbitUmarov
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7f42069295
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ubitODE - retouch character PIDs
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2012-04-18 03:02:28 +01:00 |
Melanie
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0fe0b2ceec
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Prevent objects rezzed in sim from being seen as attachments and becoming uneditable or crashers. (Foxtail of death)
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2012-04-17 23:39:41 +02:00 |
UbitUmarov
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9464fcebcd
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ubitODE: prims - update managed dinamic parameters from unmanaged at ODE rate and not heartbeat.
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2012-04-17 16:49:08 +01:00 |
UbitUmarov
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9132c9e499
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ubitODE: - character managed ode was only getting position etc from unmanaged at heartbeat rate like core ode. Now do it at ODE rate in move(..). UpdatePositionAndVelocity() called once per heartbeat is now empty.
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2012-04-17 15:50:14 +01:00 |
UbitUmarov
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d7e2454281
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ubitODE: - made avatar/ground collision pid servo a bit softer since seems a bit unstable with small avas in AVI even if fine on my testsite - Removed reading of PID parameters from config files since that only serves to mess things up and adds more unknowns
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2012-04-17 14:24:13 +01:00 |
UbitUmarov
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36207b88ff
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ubitODE: bug fix let avatars colide with volume detectors
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2012-04-17 01:00:50 +01:00 |
Melanie
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d30b18b1de
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Merge branch 'ubitwork'
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2012-04-17 00:09:04 +02:00 |
UbitUmarov
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723015e4f0
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fix (http://opensimulator.org/mantis/view.php?id=5965) llGetObjectMass was bad for sitted avatars not checking for the null physicsactor
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2012-04-16 21:58:25 +01:00 |
UbitUmarov
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6480b72eda
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ubitODE: - fix remove characters from default raycasts filters as older code (or camera is very odd) - Slow down avatar if velocity is higher than 50m/s as in chODE
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2012-04-16 19:44:02 +01:00 |
Melanie
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adb629a416
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Merge branch 'ubitwork'
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2012-04-16 20:02:15 +02:00 |
UbitUmarov
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fff5c61ae8
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chODE: if character velocity > 50m/s apply breaks. In free fall this will give a terminal velocity +- 60m/s
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2012-04-16 17:47:17 +01:00 |
UbitUmarov
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04ed5519a5
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chODE bug fix
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2012-04-16 17:14:31 +01:00 |
UbitUmarov
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f05a977afa
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Let llCastRay use ubitODE raycast if avaiable plus a few changes/fixes that should be checked. PROBLEM: it will not detect nonphysical phantons :(
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2012-04-16 16:35:35 +01:00 |
UbitUmarov
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25a2f97bc2
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added suport funtions for ubitODE raycastFiltered
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2012-04-16 16:33:57 +01:00 |
Melanie
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03139f07d7
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Downgrade an error log message to info because there is nothing we can do if
an asset is damaged so it should not spew red ink.
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2012-04-16 17:32:30 +02:00 |
UbitUmarov
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86a2169d73
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ubitODE + physmanager: - Revised use of ODE collisions categories and bits(flags) for better use as filters together with top spaces (for example physical prims are on topactivespace and not physical are on topstaticspace) - Added new world raycast with filters. This blocks calling thread with a timeout of 500ms waiting for heartbeat ode thread signal job done. - Don't let ode bodies being disabled for 2 long except for vehicles. This is necessary to detect when the object is at rest at top of other and that is removed. Assume that vehicles can be enabled by used action.
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2012-04-16 16:16:55 +01:00 |
UbitUmarov
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3999822e13
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Use chode character actor.SetMomentum() to force full restore Velocity in scenepresence TeleportWithMomentum(), since actor.Velocity was selected by original coders as the input of a desired velocity (even 'forces') that is modified by character conditions, like not changing velocity.Z if it is in free fall.
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2012-04-14 05:07:52 +01:00 |
UbitUmarov
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b574d43c5d
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Use presence absolute position to request raycast to camera. Used m_pos maybe a sitting offset. For reasons i don't understand that also seems to crash ode more when i let this rays colide with heighmaps (ubitODE with normal ode lib).
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2012-04-13 20:34:56 +01:00 |
UbitUmarov
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5da77e047a
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don't do Animator.UpdateMovementAnimations() in scenepresence RegionHeartbeatEnd if agent is sitting. Also restore Velocity in teleportWithMomentum()
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2012-04-13 17:50:03 +01:00 |
UbitUmarov
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c4a9eae961
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make llGetGeometricCenter() work as in current SL. Now this is not real geom center but a average of positions relative to root prim ignoring prims details, so no need to use physics engine.
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2012-04-09 23:33:42 +01:00 |
UbitUmarov
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39079a62c0
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chODE and ubitODE always return prim mass (they where returning object mass on physical prims) so SOG can do the total add. (ubitODE as more code to use a simpler terrain geom on a modified ode lib but should do autodetect and work with normal lib).
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2012-04-09 20:58:40 +01:00 |
UbitUmarov
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87fdb2ed7e
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llGetMass and llGetObjectMass (and push estimation) always use object mass as in current SL ( push is what makes sense or impulse will depend on what prim it is and not object). Added llGetMassMKS() that just returns 100 x llGetMass() as it seems to be in SL.
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2012-04-09 20:53:29 +01:00 |
UbitUmarov
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ad544bdd3d
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sop.AddToPhysics(..) fixed and in use. For now it seems it needs to set sop.PhysActor, so made it return void.
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2012-04-09 18:03:37 +01:00 |
Melanie
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6b5b73bfae
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Fix a LSL merge artefact
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2012-04-08 13:18:03 +02:00 |
Melanie
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b39de2425c
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Merge branch 'master' into careminster
Conflicts:
OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
OpenSim/Region/CoreModules/World/Land/LandObject.cs
OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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2012-04-07 04:52:14 +01:00 |
Diva Canto
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806082cd6e
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Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
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2012-04-06 20:35:01 -07:00 |
Diva Canto
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9637e50956
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Moved the inventory manipulation from HGEntityTransferModule to HGInventoryAccessModule where it belongs. They need to exchange some events, so added those to EventManager. Those events (TeleportStart and TeleportFail) are nice to have anyway.
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2012-04-06 20:34:31 -07:00 |
Justin Clark-Casey (justincc)
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cce760dbfc
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Rather than having a FromFolderID property on every single prim and only ever using the root prim one, store on SOG instead.
This reduces pointless memory usage.
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2012-04-07 00:40:55 +01:00 |
Justin Clark-Casey (justincc)
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7d8bb33c5b
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Store FromItemID for attachments once on SOG instead of on every SOP and only ever using the root part entry.
This eliminates some pointless memory use.
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2012-04-07 00:33:02 +01:00 |
Justin Clark-Casey (justincc)
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70b5a2dace
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refactor: Eliminate unnecessary SOP.m_physActor
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2012-04-06 23:49:23 +01:00 |
Justin Clark-Casey (justincc)
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33e91f1088
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Implement PRIM_POS_LOCAL on llSetPrimitiveParams() and other prim params LSL functions.
This is the same as PRIM_POSITION
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2012-04-06 23:43:03 +01:00 |
Justin Clark-Casey (justincc)
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4a58d4c5a4
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refactor: Use clearer part.ParentGroup.IsAttachment in LSL_Api.GetPartLocalPos()
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2012-04-06 23:36:13 +01:00 |
Justin Clark-Casey (justincc)
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3af1cd65f9
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Fix llGetLinkPrimParams for PRIM_POS_LOCAL for child prims whether in scene or attachments.
Return relative position to root prim rather than 0,0,0.
Should fix same issue with llGetLocalPos()
http://opensimulator.org/mantis/view.php?id=5951
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2012-04-06 22:41:35 +01:00 |