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
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
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
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
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
7e81841f0e
*ech one thing didn't save from the last commit
2008-01-12 04:14:06 +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
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
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
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
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
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
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
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
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
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
Teravus Ovares
7672237bcd
* Tentative Bug fix for OptikSL's intermittant Copy prim error.
2007-11-18 17:25:12 +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
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
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
Teravus Ovares
cb6ec3d0f7
* Removes the console enumeration errors on sim start.
2007-11-14 16:12:59 +00:00
Teravus Ovares
52fbc67100
* Should help avatar climb steps better
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* Reduced ground friction when an avatar is moving
* Followed Dan's advice and moved the walk/run movement controller to target_velocity instead of on the total movement
* Reduced PID_D power by 1/5th (80)
* More avatar movement tweaks.
2007-11-14 02:41:15 +00:00
Teravus Ovares
10b41ba455
* Fixed the walk vs fall animation.
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* Tweaked a few things
2007-11-13 05:10:14 +00:00
Teravus Ovares
57b646b7ae
* Added AV Height Glue & Avatar Height stored on m_AVHeight in ScenePresence
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* Added glue to send it to the Physics Engines (in meters)
* ODE Initial implementation of Avatar Height :D Change your height and not get all knee bendy
2007-11-13 03:18:54 +00:00
Teravus Ovares
d9d35f9fd7
* Implemented Walk Vs Run in ODE. Also helps make the walk look smoother.
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* All thanks to unimplemented packet listing :D
2007-11-12 23:46:26 +00:00
Teravus Ovares
5952441fcc
* Added a lot of Glue to help with reporting proper collisions.
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* ODE - Fixed the iscolliding property to report a static true when colliding.
* Added reporting of collisions to call UpdateMovementAnimations
* Added Jump - air animation (with arms outstretched).
* Added Fall Animations
* ODE - Added a small amount of X, Y motion control while jumping or Falling
* ODE - Avatar movement animations are still a bit odd sometimes, and had to get this up there.
2007-11-12 21:45:49 +00:00
Sean Dague
b9e971cda9
fix compile issue on mono
2007-11-12 20:35:25 +00:00
Teravus Ovares
9b6e747d78
* Sets ZeroMesher as default. (If you want to cut and hollow, you'll need to uncomment the Meshmerizer in OpenSim.ini)
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* Fixes a geometry issue in ODE when using ZeroMesher
2007-11-12 16:22:23 +00:00
Teravus Ovares
cb07ba0d68
* Moves the Meshmerizer to a separate plugin
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* Experimental. Linux Prebuild needs testing.
* One more update after this to remove the ODEMeshing directory....
2007-11-10 19:13:52 +00:00
Teravus Ovares
43ea37b5a0
* ODE Fixed annoying bug where resizing causes there to be a 'ghost' prim left that blocks your way.
2007-11-10 17:23:36 +00:00
Teravus Ovares
e9e72fe907
* Added an internal throttle on ODE physics updates
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* Added a ThrottleUpdates member to PhysicsActor to expose 'throttle' ability to the Scene.
* Updated the ode.dll file with a fix to invalid data passed to ODE's heightfield collision calculator.
2007-11-09 21:01:55 +00:00
Teravus Ovares
90274434c6
* Moved BulletX off of the 'constant terse update' method. It now only sends terse updates when needed.
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* Removed the 'constant poll method' from SceneObjectPart.cs - It was bad :P
* Updated some Masses in ODE to help large prim slow down by friction easier.
2007-11-09 13:45:42 +00:00
Teravus Ovares
b74983328c
* Stopped printing the prim's X cordinate difference from the last movement on the Console.
2007-11-08 18:17:48 +00:00
Teravus Ovares
fcc276a68d
* Fixed occasional character drift caused by sim not sending the avatar's final resting velocity.
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* Added Smooth moving prim
* Added event to PhysicsActor RequestPhysicsterseUpdate to allow physics plugins to be able to schedule a terse update.
2007-11-08 15:22:36 +00:00
Teravus Ovares
9e9dad1cde
* Added Rotational Velocity reporting for Client Interpolation to Terse Updates
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* Added Angular Velocity reporting for smooth-ish rotations on object collisions
2007-11-08 00:10:40 +00:00
Teravus Ovares
919118f0ef
* fix for Bug 563
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* fix for ODE geoms not getting disposed of properly when resizing.
2007-11-06 17:19:10 +00:00
dan miller
62a43affe4
physical prims
2007-11-05 22:18:12 +00:00
dan miller
fdb57b28b1
prim cuts in ODE
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Much thanks to Gerhard!
Merged with Darok's recent changes re: physical prims
2007-11-05 12:25:53 +00:00
darok
f8e0cf0f1d
Changes in BulletXPlugin: Added new class BulletXActor class inherits from PhysicsActor and it's the ancestor for BulletXCharacter and BulletXPrim.Physical modifications: Changes for pass the value of Physical flag in the SceneObjectPart class to the Physics engines. New call for AddPrimShape so it has a new parameter called "isPhysical". The old call will be obselete soon (i believe). PhysActor and its descendants have a new property called IsPhysical. By the way no new special funcionallity added. It's more like preparing the way for new modifications.
2007-11-03 10:25:43 +00:00
Jeff Ames
7f0d836d35
made illogical bitwise operations logical
2007-10-31 05:29:51 +00:00
Charles Krinke
33d6222e8d
Thank you Teravus, very much, for a 'jump', 'crouch' and 'inertia' patch for all three physics plugins.
2007-10-31 04:18:34 +00:00
Jeff Ames
ecb2305a04
temporary fix for sitting collisions in ODE
2007-10-30 09:56:29 +00:00
lbsa71
67e12b95ea
* Optimized usings
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* Shortened type references
* Removed redundant 'this' qualifier
2007-10-30 09:05:31 +00:00
MW
3d8219f6c7
as per the "Filesystem cleanup for OpenSim repository" mailing list thread. Have flattened the OpenSim.Framework project/namespace. The problem is that the namespace is still wrong as its "OpenSim.Framework" while the directory is "OpenSim\Framework\General" , so we need to decide if we change the directory or correct the namespace.
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Note this has lead to a big flat project, but I think a lot of the files we most likely don't even use any longer. And others belong in other projects/namespaces anyway.
2007-10-29 21:46:25 +00:00
dan miller
c29f8b3873
should help with ODE bounce on region cross
2007-10-29 06:15:06 +00:00
dan miller
7415eb7355
this might help with ODE errors. Or maybe not. YMMV
2007-10-17 05:43:35 +00:00
Tleiades Hax
1232eb1c58
Asset server implementation. Again one of these "plumbing" releases, where no real functionality has been introduced, but ground work has been made, enabling the asset server, and preparing the sim server to query the asset server.
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Introduced an "IPlugin" interface, which plugins can inherit from.
2007-10-13 07:26:21 +00:00
dan miller
23eeeaae03
fixes for nebadon"s terrain bugs; includes patched 0.9 ode.dll, libode.so
2007-10-11 05:54:56 +00:00
dan miller
d36316e1c9
Droppin da fyzyx bomb on ya
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seriously, this is quite the update. Fixes a number of nagging physics problems, including avatar shell size/shape
The internal logic is quite different, and CPU usage may be affected.
Also some work remains wrt flying. Please test this rev out before you deploy widely
2007-10-03 01:59:43 +00:00
dan miller
625164d3e2
removed debug statements
2007-10-01 16:26:15 +00:00
dan miller
034f0b4bb7
fixing odeplugin debug bug
2007-10-01 16:18:34 +00:00
dan miller
d644b1f440
this should fix mantis 452 and related -- hollow prims work in Linux! (I hope)
2007-10-01 16:01:42 +00:00
dan miller
a0265300aa
Hollow prims (box only), thanks Gerard! Enjoy
2007-09-29 03:56:36 +00:00
dan miller
d3050724d8
physics-related fixes; should stabilize border crossings
2007-09-21 02:31:36 +00:00
dan miller
04e7fcd0e9
RemoveAvatar called from scene.cs; implemented in ODE. Still issues with multi-region; see bug 410
2007-09-18 02:38:10 +00:00
dan miller
b31fc4980f
ODE: no more slippin' & slidin'
2007-09-13 21:53:13 +00:00
Sean Dague
ffe9c9374a
mass update of urls in source code to new website
2007-09-10 08:14:38 +00:00
dan miller
588ab9f090
ODE fix: avatar/avatar collision enabled. Needs client update fix to be seen correctly. In the right repository this time..
2007-09-09 13:24:18 +00:00
dan miller
825a2208c6
ODE bugfix: multiple avatars now supported properly
2007-09-01 21:30:51 +00:00
dan miller
00d4d5a21b
once more, without the debug statements (ODE multi-region fixes, various debugging)
2007-09-01 11:06:48 +00:00
dan miller
0901dfded1
umm, nevermind all that -- this is the real ODE region fix. I'll get subversion someday
2007-09-01 11:01:11 +00:00
dan miller
e158a45b09
danx0r (first checkin!) fixes OdePlugin.cs RemovePrim() lock bug
2007-08-30 23:23:44 +00:00
MW
3a97f3f597
Applied danx0r's ODE patch [mantis number 340].
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Corrected a few out dated things in the ExtensionsScriptModule.
2007-08-28 19:55:42 +00:00
MW
7915adc6c5
Corrected the namespace in OpenSim.Region.Physics.Manager, so now namespace should equal project and directory.
2007-08-28 18:40:40 +00:00
Tedd Hansen
87711c5869
Danxors patch for >30prims with ODE
2007-08-26 15:56:42 +00:00
MW
0d5311e49b
Added RemovePrim method to the physics plugins interface.
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Implemented that method in ODE plugin.
Hooked it up so when deleting/taking prims into your inventory they will be removed from physics engine.
Enabled the other physics hook ups in Scene.cs (and also added registering prims with physics plugin when they are rezzed from Inventory.)
So now to get the avatar to prim collision testing working, just change to use the ODE plugin (in the OpenSim.ini file, physics = OpenDynamicsEngine). Remember though ODE only really works (without problems) when running with a single region.
2007-08-23 17:21:08 +00:00
MW
edd50f2e8e
Implemented Resize Method in OdePrim.
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attached the links to that from SceneObject, so now resizing works (as much as resizing currently works in opensim, fixing resizing in general is on my todo list for today).
Rotation of a root prim also now updates the physics engine.
So think there really is only deleteprim left, then it should be usable (Different shapes (other than boxes that it currently uses) can wait a little bit longer).
[of course there are still the other issues of ODE not really working when there is more than one region in a instance of opensim].
2007-08-23 11:38:50 +00:00
MW
9a8742e838
Added danx0r's physics patch, although for now have disabled the lines in Scene.cs, as any changes to prims (like size or position changes) are only updated to the physics engine when you restart opensim. Also prims aren't deleted from the physics engine. These shouldn't be hard to fix.
2007-08-23 10:53:42 +00:00
Brian McBee
75f6c3d364
More prep work for adding prims to ODE physics
2007-08-19 06:14:36 +00:00
Brian McBee
318376707d
starting to add bits and pieces to physics prims that we will eventually need for collisions. not hooked in yet.
2007-08-18 23:05:02 +00:00
MW
3520e9e3ee
Applied danx0r 's ODE patch [mantis issue 263]
2007-08-11 17:54:46 +00:00
Sean Dague
2a3c79df83
changed to native line ending encoding
2007-07-16 15:40:11 +00:00
MW
beb3073bec
A bit more work on Building tools/support.
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updated Axiom.MathLib.dll.
2007-07-04 19:07:27 +00:00
lbsa71
9b6b6d05d4
* Optimized usings (the 'LL ate my scripts' commit)
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* added some licensing info
2007-07-03 14:37:29 +00:00
MW
646bbbc84b
Some work on restructuring the namespaces / project names. Note this doesn't compile yet as not all the code has been changed to use the new namespaces. Am committing it now for feedback on the namespaces.
2007-06-27 15:28:52 +00:00