Adam Frisby
810d2126ea
* Three more warnings are a-gone.
2008-03-05 21:56:14 +00:00
Jeff Ames
cd6f4a57e7
Added copyright heaaders. Minor cleanup.
2008-03-04 04:11:37 +00:00
Teravus Ovares
d015356902
* Applied patch 708 from devalnor. Thanks devalnor!
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* ODE: Added support for larger box stacks. (they're slow, but they work)
* ODEPlugin no longer tries to 'catch up' with the simulator frame rate if it gets behind. Catching up was causing a lot of problems with larger box stacks and other things that stall the simulator (like saving prim in the datastore)
2008-03-03 16:52:25 +00:00
Teravus Ovares
0a5c48b1c8
* This is a very icky implementation of physical linkset prim using fixed joints. This will change quite drastically, however it's fun to play with.
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* To play with this you must link your prim before setting it physical, otherwise they won't link in the physics engine properly. This will also be fixed.
* Currently the linked prim are extremely unstable because I have yet to implement combining of forces with the same normal. This will also be fixed. In fact, the whole PhysicsActor, ODEPrim relationship will be reworked to consider groups from the get-go.
* This implementation is better then it crashing your sim, so I'm commiting it for now.
2008-03-02 09:31:39 +00:00
Teravus Ovares
fa7322eac9
* Fixed Cylinder mass formula using diameter instead of radius.
2008-02-29 06:55:31 +00:00
Teravus Ovares
fe1f15f4ec
* killed a 'new mass' debug line.
2008-02-29 05:50:40 +00:00
Teravus Ovares
e333eaf4b6
* ODEPlugin
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** Added more realistic calculations of mass for the rest of the supported prim shapes+holes+cuts+tapers. Previously they were the generic height * width * length. Spheres roll (Angular velocity) more realistically, etc.
2008-02-29 05:46:24 +00:00
Teravus Ovares
95def8c636
* Adds unit test glue to the OdePlugin.
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* Adds one unit test. CreateAndDropPhysicalCube.
* More unit tests will be done
* Let me know if this breaks Linux build..
2008-02-24 04:06:01 +00:00
Teravus Ovares
bbb8b66908
* Made Physics updates a teensy bit more responsive. A previous CPU optimization of mine slowed the speed of updates using the 'poll' method in certain circumstances.
2008-02-23 12:46:23 +00:00
Teravus Ovares
db264013d4
* One more fix to the selected feature
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* Don't act immediately on a physical prim unless it's moving.
* This helps when you're trying to make a box stack and you select the bottom most box.
2008-02-23 12:26:37 +00:00
Teravus Ovares
27508c1ad8
* Added Support within the ODEPlugin for Selected. Which means that;
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* When you select a physical prim, it stops while you've got it selected.
* When you move or alter a prim in some manner, it doesn't become collidable until you de-select it
* When you select a prim, it doesn't become temporarily 'phantom' until you make some change to it while it's selected. (this prevents accidental selections in prim floor from causing it to go phantom on you(but don't move it or you'll fall))
* There's one major difference, and that's a physical object won't stop if you don't have permission to edit it. This prevents people who don't have edit permissions on a prim from stopping it while it's moving.
2008-02-23 11:42:55 +00:00
Teravus Ovares
640ad259d4
* A few additional null checks in the Physics Scene and PhysicsActor so we don't try to enumerate dead null ODECharacter objects when things get *really* slow.
2008-02-21 14:51:39 +00:00
Teravus Ovares
740ce20d9d
* Found the land bug, yay
2008-02-20 20:07:12 +00:00
Jeff Ames
a8cfbbe963
Minor cleanup.
2008-02-20 18:38:20 +00:00
Teravus Ovares
07774473af
* Fixed a long standing race condition in physics events. Could this be the source of the null on multicast_void: error?
2008-02-20 17:50:19 +00:00
Teravus Ovares
cfc9ee4265
* Adds limited support for each hollow type for the supported prim., Cube with a triangle hollow, Cube with a cylinder hollow, cylinder with a triangle hollow, etc.
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* More work needs to be done here as several of the profileshape/hollow combinations are rotationally offset from where they render in the client.
2008-02-19 16:01:14 +00:00
Teravus Ovares
62f608b152
*rawfile fix.
2008-02-19 08:57:43 +00:00
Teravus Ovares
e789a6bc9b
* This patch adds Prism support to the Meshmerizer. Prism is one of the object types in the drop down on the object tab. Positive tapers are slightly incorrect(prim sinks into ground a tiny bit). Everything else that's supported works as expected. Hollow, cut, negative tapers, top shear.
2008-02-19 08:49:38 +00:00
Tedd Hansen
c62328950a
More exception checks and crash hints
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If no scriptengine is specified then don't try to load any.
2008-02-18 14:21:51 +00:00
Teravus Ovares
8edaada1d3
ODE: Tired of floating above the ground after crossing a border? Boy have I got a solution for you! For a limited time, you can be the right height after border crossings automatically. Just three easy payments of $9.95 and make sure your neighbor is sending child agent updates!
2008-02-18 01:52:25 +00:00
Teravus Ovares
c2d7beb617
* Last bit of cleanup now. As long as you keep physical prim off, you should have a reasonably stable experience with ODE again.
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* Physical prim at the simulator edge still seems to have the occasional issue.
2008-02-17 20:40:21 +00:00
Teravus Ovares
f80a534eb0
* Various ODE Cleanups
2008-02-17 20:04:28 +00:00
Teravus Ovares
89349a3810
* Disabling physical prim crossings until they get a bit more stable.
2008-02-17 12:10:47 +00:00
Teravus Ovares
e33a0c5fc0
* Fixed the Ghost physical hull on deleting a physical Prim
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* Fixed a deadlock when there is an exception in the collision and stepping parts of Simulate.
2008-02-17 11:50:15 +00:00
Teravus Ovares
19e0ada93a
* Located and destroyed the weird velocity and rotation transfers. It turned out to be that the Static PhysicsVector.Zero was transferring velocities between all non fixed objects. Not so static after all :(. Finding it was cruel and unusual punishment from the CLR.
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* Therefore, when you run through a pile of prim you won't see things rotate when they're not supposed to anymore.
* Avatars don't float off either.
2008-02-17 10:41:08 +00:00
Jeff Ames
3b9d332f84
Added copyright notices.
2008-02-17 01:16:40 +00:00
Teravus Ovares
be6edefcfb
* ODE Stability update 4 :D
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* Changed the way meshing requests get sent to the ODEPlugin
* Numerous other fixes
2008-02-15 21:35:52 +00:00
Adam Frisby
f3afa68a2a
* Made new Framework.Constants class, added RegionSize member.
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* Converted all instances of "256" spotted to use RegionSize instead. Some approximations used for border crossings (ie 255.9f) are still using that value, but should be updated to use something based on RegionSize.
* Moving Terrain to a RegionModule, implemented ITerrainChannel and TerrainModule - nonfunctional, but will be soon.
2008-02-14 12:16:33 +00:00
Teravus Ovares
135a72d6ca
* Removed the noise from the console. The last commit seems to have resolved the recent reports of 'argument not a space' on linux. Though, there were about 50 changes :D
2008-02-14 10:07:15 +00:00
Teravus Ovares
bd880f9178
* Another ODE Stability update. This might fix the recent Linux issues with the ODEPlugin.
2008-02-14 09:31:22 +00:00
Teravus Ovares
e3a711536b
* ODE - This fixes a few things and breaks a few more.
2008-02-14 01:57:19 +00:00
Jeff Ames
4e005fc225
Cleaned up some typos.
2008-02-14 00:44:21 +00:00
Teravus Ovares
0d14c47c28
* Bigisn ODE Stability update 2
2008-02-14 00:39:08 +00:00
Teravus Ovares
3588d89b2c
* Bigish ODE stability Update. Run Prebuild
2008-02-13 23:14:41 +00:00
Teravus Ovares
2e89c01851
* This fixes mantis 553 (It appears that the exception is thrown when there is a collision with a cylinder that is both hollowed and either tapered or cut. The sequence of actions that reproduce the problem for me are: create a cylinder, hollow to 95%, taper X/Y, then collide it with another object or avatar. Note that the cylinder itself is not marked physical. )
2008-02-13 19:06:35 +00:00
Teravus Ovares
c1044039d4
* Removed a debug line that got called every frame.
2008-02-13 08:37:50 +00:00
Teravus Ovares
d773ca5147
* Made physical prim stable enough for the general population to turn on. (though I still don't recommend it for welcome regions unless object build is off.
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* Updated the ode.dll for windows with a more reasonable stack space reserve. Linux users will need to type ulimit -s 262144 before starting up OpenSimulator if using Physical Prim to protect against stack collisions. or run the included ./bin/opensim-ode.sh to start up OpenSimulator in ODE mode.
* Added internal collision score and am keeping track of 'high usage' prim.
* Tweaked collisions some more
* Tested up to 460 physical prim in extremely close quarters (which was previously impossible in OpenSim). After 460 in tight quarters, physics slows down enough to make it hard to do any moving, however.. non physics things still work, such as logging on to the simulator, etc.
2008-02-13 07:50:15 +00:00
Jeff Ames
001ce95e4c
Clean up more unnecessary String.Format calls
2008-02-13 03:38:18 +00:00
Teravus Ovares
e5ede36f0c
* Physical prim cross borders and continue from where the left off on the other side now, assuming the region on the other side has physical prim enabled.
2008-02-12 07:32:32 +00:00
Teravus Ovares
6e01769bcf
* A bunch of updates to make things more smooth.
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** Sending the actual TimeDilation to the client now instead of the 62455 constant. The client is *supposed* to use that value to sync with the simulator. (actually sending ushort.maxvalue * TimeDilation)
** Disabling prim that inter-penetrate instead of just not attaching a joint
** Reduced prim spin a 'little' bit, but not *enough*
** Tweaked the TimeDilation algorithm to be closer to 1.0 by default and various changes to the sim stats reporter
** Created a .SetValues method to PhysicsVector so we can simply call the setvalues function instead of .x, .y, .z sets.
** Experimented with a .GetBytes Method on PhysicsActor to be able to use the LLVector3.FromBytes() method.
** Upped the Inter-penetration depth to 0.25 instead of .08.
2008-02-12 04:27:20 +00:00
Teravus Ovares
c926962862
* This resolves the null exceptions when a script is manipulating a physical object in ODE and you delete the object. The script is still running and trying to add force, but the object reference is null.
2008-02-12 00:01:55 +00:00
Teravus Ovares
f603e57e9a
* Added PhysicsScene.Dispose()
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* In ODE, disposing of all of the ODE objects and the ODE World to reclaim memory when the simulator restarts.
2008-02-11 22:54:51 +00:00
Teravus Ovares
a56664cf59
* um, Prim crossings? Experimental.
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* Backup your database just in case.
2008-02-11 01:43:54 +00:00
Jeff Ames
e207284fef
Clean up logging calls using String.Format explicitly
2008-02-10 01:57:59 +00:00
Teravus Ovares
c9b5516ca8
* Adds Top Shear support to the Meshmerizer for the Cube prim and the Cylinder prim.
2008-02-09 05:18:52 +00:00
Teravus Ovares
fec65b3c69
* Tweaked timing of rapid mesh requests. Helps a race condition.
2008-02-09 04:08:26 +00:00
Teravus Ovares
bb5b88d161
* Fixed a situation in ODE where it didn't call the mesher on a cube when you tapered if you didn't have a cut or a hollow.
2008-02-08 23:48:27 +00:00
Teravus Ovares
fadf5b479f
* Added Taper support to the Meshmerizer for Cube and Cylinder.
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* Removed the hull verbosity
2008-02-08 23:28:38 +00:00
Teravus Ovares
b63c267f0b
* Finished Cylinder in the Meshmerizer. Hollow and Path cut work for it now. Enjoy the new physics-friendly prim type.
2008-02-08 22:11:28 +00:00
Teravus Ovares
3be2e772ec
* Removed a statement that crashes the Meshmerizer if you don't have a specific /dev/ folder
2008-02-08 12:07:39 +00:00
Teravus Ovares
7d77fa6a9d
* Okay, fixed the path cut offset, however the inner wall isn't properly 'cut' from the hull, so slightly better support, but still limited.
2008-02-08 11:44:27 +00:00
Teravus Ovares
50acb8e634
* This update adds limited support for Cylinder meshed prim in the Meshmerizer plugin. (Limited because path cut is wrongly offset and while Hollowing works, you can walk through the inside wall.)
2008-02-08 11:32:56 +00:00
Jeff Ames
6ed5283bc0
Converted logging to use log4net.
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Changed LogBase to ConsoleBase, which handles console I/O.
This is mostly an in-place conversion, so lots of refactoring can still be done.
2008-02-05 19:44:27 +00:00
Teravus Ovares
96f6add4ad
* ODE:Fix copy and paste bug in space calculation limits
2008-02-01 14:05:22 +00:00
MW
5099be8072
Temporary try catch around calculateSpaceForGeom() , to see if it gets past mantis issue #435 (for now)
2008-02-01 13:10:40 +00:00
Teravus Ovares
64a1a1f059
* Committing random physics stuff to the SVN for use later
2008-02-01 07:39:19 +00:00
Teravus Ovares
bec71977ab
* Added more supported feature to particlesystems. While this appears to have a libsl update... it's really a fix to the libsl version we're already using because of a bug in the particlesystem implementation
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* Added two new simstat counters in the simstat enum for the RCCS. (I'll find something cool to put in them)
* fixed a time waster in ODEPlugin.cs
2008-02-01 04:22:20 +00:00
Teravus Ovares
9722b6ad53
Updating ODE.NET as the version I used possibly caused the slowness.
2008-01-30 08:58:44 +00:00
Teravus Ovares
02d672de36
* See if this helps Nebadon.
2008-01-30 08:30:22 +00:00
Teravus Ovares
cb05b76b83
* This update restores *nix support
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* This stability optimization is disabled on Apple Computers until the .dylib library is updated.
2008-01-30 07:46:48 +00:00
Teravus Ovares
fc9b3ec5a8
* Experimental ODE Update to make ODE more stable
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* WARNING: This update will break *nix support. Will be restored in the next revision
2008-01-30 07:09:58 +00:00
Teravus Ovares
c4687116ad
* Implemented grab and throw in ODE. It's a little strong still so toss gently at first to test the waters or you'll lose prim to the pit at the edge of the sim. Make sure the object is physical before trying to toss it or it'll just move to the new location.
2008-01-29 15:10:18 +00:00
Teravus Ovares
47761a4a5e
* Commenting out the 'collision notifications' on BulletX, as there hasn't been an update on bullet in a while and the console notifications consume the entire CPU to make bullet completely unusable.
2008-01-29 02:08:30 +00:00
Teravus Ovares
4742a172e2
* This fixes the stair issue that Sdague reported on *nix. Be aware that if you cross a border into a region, the new region doesn't know your height and therefore you're about a meter off the ground. If the region doesn't know your height, you won't be able to climb steps. If you're in that state, edit your appearance and the region will learn your height and you will again be able to climb steps.
2008-01-29 01:20:43 +00:00
Teravus Ovares
035d807847
* ODE Going to Time Step 0.020 = (1000\20) - ((1000\20) * .09) = ~45 pfps
2008-01-28 04:31:40 +00:00
Teravus Ovares
5e36feada2
* Mostly ODE update. Things are a bit more behaved then the last experimental update.
2008-01-28 03:25:02 +00:00
Teravus Ovares
205001ab8d
* Highly experimental ODE_STEPSIZE = 0.025f - 1000 / 25 = 40fps - 10 substeps with fallback to 5 substeps when things get slow
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* Just to give you an idea of the difference .. previous ODE_STEPSIZE was 0.005f - 1000/5 = 200fps - 10 substeps with fallback to 5 substeps when things get slow
* *nix avatar may fall over again, *sorry*
2008-01-27 03:18:10 +00:00
Teravus Ovares
254e047dad
* Shifted strategy of detecting specific *nix distributions to detecting *nix.
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* Let me know if all your avatar are standup.
2008-01-26 17:38:30 +00:00
Justin Clarke Casey
75d91c387a
* Changing && to || as suggested by dirk and ChrisD, also looks sensible to me
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* Please revert if this is wrong, Teravus
2008-01-25 16:36:00 +00:00
Teravus Ovares
a2f11a000a
* Added Ubuntu to the OS detection routine. This seems to have helped on Debian.
2008-01-24 22:49:35 +00:00
Teravus Ovares
f0811e4800
* This update updates ODE to again use the AMotor to keep the avatar upright instead of the 'avatar wobble' This also uses a hack to detect debian and change the force applied by the AMotor to a different value for Debian. The intent of this all is to get the avatar to stand up in Debian with the AMotor.
2008-01-23 23:57:54 +00:00
Teravus Ovares
6874beff52
* When Scene loads, added a platform string print out for testing purposes. Anyone on Debian want to run this revision and send me back the two platform lines? It would be helpful.
2008-01-23 22:07:48 +00:00
Teravus Ovares
af43349294
Giving Mantis 393 a shot (not enough info to really know for sure though).
2008-01-22 09:06:44 +00:00
Teravus Ovares
4f9c7288cd
* Announcing the alternative prim early adoption program.. Adding regular spheres to the physical prim mix.
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* Be advised.. these are not ellipsoids.. these are spheres.
2008-01-19 22:51:16 +00:00
Teravus Ovares
741d136f8c
* Return of the avatar wobble.
2008-01-18 21:38:47 +00:00
Teravus Ovares
b7ab6d705a
* Physics update to perhaps help people who have capsules that have capsized
2008-01-18 19:01:35 +00:00
Teravus Ovares
dc5ab8b6c3
* Friction reduction update.
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* It's a known fact that the greater the friction the more computationally intensive a physics simulation with it is....
2008-01-18 02:32:34 +00:00
Teravus Ovares
ecd6c1110a
* ODE Physics update. fixed weird rotation of the avatar surrogate.
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* Set the avatar's radius to 0.37m, I think this gives the *best* balance between spaces the avatar can fit, and the ability to climb steps
* Fixed a few things
* Tweaked some more
* Played with gravity (-9.8m/s)
2008-01-18 02:26:43 +00:00
Teravus Ovares
18c959df12
* Added llApplyImpulse in the global frame. The object must be physical before this'll do anything. Be careful with this function as it's easy to loose prim.
2008-01-17 14:59:05 +00:00
Adam Frisby
b25f9f322c
* Mother of all commits:
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* Cleaned up copyright notices in AssemblyInfo.cs's
* Added Copyright headers to a bunch of files missing them
* Replaced several common string instances with a static constant to prevent reallocation of the same strings thousands of times. "" -> String.Empty is the first such candidate.
2008-01-15 02:09:55 +00:00
Teravus Ovares
a522d7844b
* First pass at collidable linksets
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* There will be bugs, you can count on that. To avoid them, set the linksets phantom
* After region restart, the linksets restore in a non collidable state.
* Linksets can but shouldn't be made physical with the physical checkbox or when you unlink them, they tend to explode.
* After creating a linkset, you have to move the linkset or set it phantom and not phantom for it to become collidable.
* There's a few ParentGroup references that need to be refactored.
2008-01-14 18:29:04 +00:00
Teravus Ovares
30714c044e
* HeightField handling update in ODE. Should improve the terrain pits. So far, only windows lib updated. Need to do the Linux version.
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* Update also checked into opensim-libs
2008-01-13 22:11:49 +00:00
Teravus Ovares
4f39df42ae
* Removed a debug message that I left in there....
2008-01-13 08:07:45 +00:00
Teravus Ovares
d9e4533202
* Fixed an overflow in the land manager
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* Did some goofy math undoing in the Sim Stats Reporter
* More reduction to the amount of calls per second to UnManaged ODE code
* Added a significant amount of comments to ODE
2008-01-13 07:14:54 +00:00
Teravus Ovares
a3972257c8
* Added some of the finer control points to POS such as
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** jumping
** crouching
** landing on prim
2008-01-12 04:29:36 +00:00
Teravus Ovares
7e81841f0e
*ech one thing didn't save from the last commit
2008-01-12 04:14:06 +00:00
Teravus Ovares
786da7847b
* Fixed a waste of resources in ODE. Possibly a cause of thread leak.
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* Border crossings within the same opensim instance seem better.
2008-01-05 02:19:08 +00:00
Teravus Ovares
32438ab1b9
* This update rolls back the packetpool and LibSL changes. Please retest and then patch these changes back in. Currently it's not quite ready for 0.5. The down side to this action, is that we loose some performance to the garbage collector for now. Given that the target date for 0.5 is *Two days* from now, I'm taking the initiative to work towards a real stable version.
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* This update also fixes scripting and some weird physics reactions
2007-12-30 06:18:17 +00:00
Teravus Ovares
67bbed8202
* Added ability to create new prim on existing prim (rezzing prim from inventory on other prim coming soon). No more new prim buried in the ground by accident.
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* The prim are at the absolute position of the prim you rezzed it on top of + (0,0,0.5) for now.
2007-12-28 05:25:21 +00:00
Teravus Ovares
776e83941a
* Fixed Physical prim, various issues, viewer freezes, sim crashes, ODE errors, etc.
2007-12-27 23:19:00 +00:00
lbsa71
efd90b56b7
* Optimized usings
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* shortened references
* Removed redundant 'this'
* Normalized EOF
2007-12-27 21:41:48 +00:00
Teravus Ovares
f852b64555
* This update includes a wide range of changes to the ODEPlugin for avatar movement, including:
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** - avatar can navigate stairs better now
** - avatar can land without shooting into the air
** - excessive collisions with the ground are tempered somewhat and should only shoot the avatar up 20m instead of 200m
** - Try Catched a TextureDownloadModule.cs array out of bounds error with a report that causes it not to crash the sim, however it reports a few important items for tracking it down.
2007-12-26 17:16:47 +00:00
Teravus Ovares
0e460a81cc
* Coded around another Null packet sent by the packet pool
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* Condensed 8 calls to unmanaged code in ODE down to 1
2007-12-26 04:23:36 +00:00
Teravus Ovares
2259bc8ebf
* Added a -val heightfield value limiter so giant pits of death don't cause avatar to go into an endless plunge to the middle of the earth.
2007-12-26 01:53:08 +00:00
Teravus Ovares
e008c3e4a9
* Added the ability to land automatically on prim by pressing the page down button when over them and colliding
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* Reverted the avatar portion of the inter-penetration physics scene explosion management, it needs more work.
2007-12-26 00:57:37 +00:00
Teravus Ovares
de43f7e858
* ODE: now using the 10.00000638 density value on prim.
2007-12-24 05:48:16 +00:00
Teravus Ovares
9f886083ab
* Fixed general avatar bounciness in ODE
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* Craggy terrain mishandling by ODE still occasionally causes point bounciness
2007-12-22 07:23:02 +00:00
Teravus Ovares
de32006f9a
* Added smoother handling of interpenetrating physical objects.
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* Fixes:
* -- duplicating Active physical object causes objects to explode in opposite directions
* -- Rezzing objects too close to you avatar causes avatar to shoot around in odd directions
* Vanity
2007-12-22 05:43:34 +00:00
Teravus Ovares
27e0287526
* Re-did the mass calculations in ODE for Prim
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* Exposed the mass as a PhysicsActor read only property (so scripts can get at it - hint hint -)
* Hollow and Path Cuts affect the prim mass (all Hollow Types are supported in this calculation (sphere,square,triangle))
* Prim no longer sink into the ground.
2007-12-19 22:42:06 +00:00
Jeff Ames
6702b03733
Misc. cleanup:
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* added Util.Clip(value, min, max)
* modified asset cache's numPackets calculation to use max packet size (600) instead of 1000
* removed a few magic numbers
2007-12-19 08:44:25 +00:00
Teravus Ovares
81828c9b14
* Added an Avatar control tweak that disables the PID controller in certain circumstances.
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* This allows collisions with other avatar and prim with a velocity greater then 0 to push avatar around.
2007-12-15 05:08:08 +00:00
Jeff Ames
fd09b22552
Enabled the sit_ground animation. The sit state is not properly set, but it looks okay, and doesn't seem to break anything. Just move around to stand up.
2007-12-13 19:44:47 +00:00
Teravus Ovares
081f4403ea
* Added some simstats to fill the simulator pane of the Statistics monitor.
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* I stress, this is an initial implementation and the Agents(Child and Root) are definately obviously incorrect.
2007-12-12 06:58:55 +00:00
Jeff Ames
712efda9b9
added copyright notices
2007-12-11 01:26:06 +00:00
Jeff Ames
af6eb67999
saved OpenSim source code from the giant rampaging unterminated copyright notice of doom
2007-12-10 05:25:16 +00:00
Jeff Ames
f195725db4
keeping opensim safe for children -- made some namespace references less explicit
2007-12-04 22:14:53 +00:00
Adam Frisby
91c1e8a734
* Fixed a whole bunch of console messages.
2007-12-04 10:13:13 +00:00
Teravus Ovares
90b66f8509
* Flying with ODE and got that sinking feeling? This should help
2007-12-04 05:31:47 +00:00
Jeff Ames
21c35d5703
set svn:eol-style
2007-12-04 04:59:27 +00:00
Teravus Ovares
4f05347246
* Split out the ODEPlugin Nested classes.
2007-12-04 02:51:09 +00:00
Teravus Ovares
5061808afc
* Now using interpolation to expand the 256x256 heightfield data to 512x512 before it's passed to ODE.
2007-12-03 19:21:26 +00:00
Teravus Ovares
0ec208a200
* Resize terrain heightmap info going to ODE to double the resolution.
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* Using the nearest neighbor method, interpolation coming soon.
2007-12-03 13:11:15 +00:00
Teravus Ovares
b7d596a6af
* Restaring the sim works fine in grid mode now. Sims announce themselves to their neighbors when they start up. Neighbors get this message and tell their agents that there's a new sim up.
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* Certain unrecoverable physics based crashes in ODE are now hooked up to the 'restart the sim' routine.
2007-11-28 06:18:07 +00:00
Teravus Ovares
7cb38712d5
* Did some initial work for prim crossing. Just glue so far.
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* Added the child_get_tasks OpenSim.ini flag for testing the UDP packet sending code and packet throttler. This flag gets purposely disabled in grid mode. This flag also has the consequence that you can see the prim in neighboring regions without going into them. Be warned, this causes tons of dropped packets.
2007-11-21 02:17:24 +00:00
Brian McBee
5d786056fb
per chi11ken: adding check for out-of-bounds avatars in POS
2007-11-20 05:59:35 +00:00
Brian McBee
c8293d908d
New improved POS! With slippery avatars and extra calculations.
2007-11-20 05:40:50 +00:00
Jeff Ames
83ed435d01
fixed potential reference invalidation and array out of bounds exception in basicphysics
2007-11-20 05:09:30 +00:00
Jeff Ames
3aa73ae1c7
fixed array range out of bounds exception and reference invalidation under load in POS
2007-11-20 05:05:27 +00:00
Brian McBee
c6619b6f7d
Reverting my POS changes. I need to think this through a bit more.
2007-11-20 04:54:19 +00:00
Teravus Ovares
5a71d03b7a
*Huge* structural changes in ODE/OdePrim to get all of the calls in threadlocked code. ODEPrim was almost completely re-written.
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Copy/Space test needed.
2007-11-20 04:38:08 +00:00
Brian McBee
db3858c13a
POS physics. tweaking stair-climbing which broke with my last change
2007-11-20 04:28:31 +00:00
Brian McBee
26909477fc
POS physics: removed "stickiness" from avatars so they can slide along surfaces instead of sticking to them.
2007-11-20 04:04:07 +00:00
Teravus Ovares
79e9d4faf9
Tweaked for a possibility of 10 elements.
2007-11-19 16:12:53 +00:00
Teravus Ovares
4eb4082e27
* Added noisy debug information on the Verbose console to help debugging oddly placed prim.
2007-11-19 15:59:05 +00:00
Teravus Ovares
4afe393ce4
* Space allocation fix for prim outside region. >256 & <0.
2007-11-19 15:37:50 +00:00
Teravus Ovares
2910f1b949
Fixed - outside of bounds error.
2007-11-19 12:28:00 +00:00
Jeff Ames
a1391d0848
fixed POS rotation with certain angles
2007-11-19 05:28:00 +00:00
Jeff Ames
c261812e39
added rotation support to POS
2007-11-19 04:46:05 +00:00
Teravus Ovares
aaab1448f7
* Split space array structure into a two dimentional array instead of a single one. Once again. Should help debugging space/copy issues.
2007-11-19 04:15:18 +00:00
Teravus Ovares
72525d3015
Added medium debug information to Verbose mode of the console about Prim/space movements. Should help make sense of the copy prim bug. Use for Pastebin. :D
2007-11-19 03:06:17 +00:00
Teravus Ovares
694bab9513
* Copy/SpaceBorder Fix attempt number 3, hopefully the last
2007-11-18 20:45:47 +00:00
Teravus Ovares
3bb4cd51fd
* 2nd attempt to fix the Spaceborder/copy bug
2007-11-18 20:24:51 +00:00
Jeff Ames
c40cfb01aa
flying in POS should be a bit smoother
2007-11-18 18:20:02 +00:00
Teravus Ovares
7672237bcd
* Tentative Bug fix for OptikSL's intermittant Copy prim error.
2007-11-18 17:25:12 +00:00
Jeff Ames
924026d01c
cleaned up some mono compiler warnings
2007-11-18 15:14:37 +00:00
dan miller
8c5add18a2
improved avatar logic -- walk up low steps now, sorta
2007-11-17 23:28:44 +00:00
dan miller
7c18c69668
minor POS tweak for speed
2007-11-17 22:43:05 +00:00
Teravus Ovares
54df1a57d7
* Fix Null comparison for Mono
2007-11-17 21:00:35 +00:00
Teravus Ovares
8a57dd207f
* Fixed space related SimCrasher ODE error when a prim disables itself because it's out of bounds and user moves it back into the space.
2007-11-17 20:34:56 +00:00
dan miller
d71b28c731
Out of a fog of alcohol and adenovirus, I present - POS!
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EXTREMELY basic collision detection; walk on prims
don't rotate anything
do not feed or annoy POS
YMMV
2007-11-17 09:59:07 +00:00
Jeff Ames
ba9b317122
added some POS gravity
2007-11-17 06:25:41 +00:00
Teravus Ovares
df507605cd
* ODEPlugin Thinned the avatar out to average SL thin-ness. There's more work to be done on this, however, avatar will have a lot less difficulty getting into tight spaces/prim cuts
2007-11-17 05:16:36 +00:00
Teravus Ovares
3041747bcd
* ODEPlugin - fixed issue where resizing prim causes the prim's collision box to no longer be matching the client's view of where it should be.
2007-11-17 03:48:13 +00:00
Teravus Ovares
5fd2fa687e
* Resolved the situation where prim is loaded from storage and when pushed never stops.
2007-11-16 22:13:13 +00:00
Teravus Ovares
b2243079ea
* Trying a space/collision optimization technique in ODE. Let me know if you see a difference.
2007-11-16 18:30:25 +00:00
Jeff Ames
76a67f45c6
fixed some AssemblyInfo files
2007-11-16 10:35:52 +00:00
Jeff Ames
e3998230cc
added dummy POS physics plugin
2007-11-16 10:25:27 +00:00
Teravus Ovares
b63076c303
* ODE step two on the way to separate dynamic space allocation ( One more to go )
2007-11-16 08:53:37 +00:00
Teravus Ovares
91b0c44563
* ODE - Started the refactoring process to allow breaking up the scene into smaller spaces
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* ODE - No new visible speed improvements yet. From the coding side, the beginnings of dynamic space calculation..
2007-11-15 18:37:20 +00:00
Teravus Ovares
d8fde94843
* ODE removes an unnecessary lock.
2007-11-14 16:24:19 +00:00