dahlia
7b4183d7a0
sync PrimMesher with r46
2009-10-11 02:12:17 -07:00
dahlia
41b27ef064
disambiguate System.Path (preparation for new PrimMesher)
2009-10-11 01:30:24 -07:00
Teravus Ovares (Dan Olivares)
8271528b1f
* comment out the velocity test, using updates every 500 ms as set in ScenePresence.AddToPhysicalScene.
...
* This causes time to be counted in ODECharacter and, when a collision occurs, the physics scene will report the collisions only if the the difference of last time it reported the collisions from now was more then the set ms.
* This is cool because the time accrues while collisions are not taking place and when they do take place again, you get an immediate update.
2009-10-10 04:01:36 -04:00
Teravus Ovares (Dan Olivares)
4ffe936ba8
* Make ODECharacter respect the scene's requested collision update time
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* Set the Scene collision update time to 500 ms
2009-10-10 03:53:53 -04:00
Melanie
d06c7d90a1
Correct a build break caused by an optimization in trunk
2009-10-07 06:56:00 +01:00
Melanie
0374f1b144
Merge branch 'master' into vehicles
2009-10-06 17:44:59 +01:00
Justin Clark-Casey (justincc)
10c4b88ccf
minor: remove mono compile warning
2009-10-05 18:20:37 +01:00
Melanie
8d5a40aad0
Merge branch 'master' into vehicles
2009-10-05 12:58:52 +01:00
Dan Lake
6d52974c5f
Eliminate pinned Mesh data on managed heap by using IntPtrs to memory allocated on the unmanaged heap. This prevents fragmentation of the managed heap and the resulting stress on GC. A region with ~150,000 prims using ODE and Meshmerizer saw memory remain flat around 1.2GB as opposed to 1.5GB and continually growing due to pinned memory. This patch complements the unique mesh dictionary patch applied to Meshmerizer but is independent. The net effect is a 60-75% reduction in memory for our largest regions.
2009-10-05 12:45:41 +01:00
Melanie
0744292b47
Merge branch 'master' into vehicles
2009-10-05 10:17:23 +01:00
dahlia
5c593f3892
only cache mesh if meshing was successful
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re-enable sculpt mesh caching
2009-10-04 20:01:44 -07:00
dahlia
95ebb7794c
flexible extrusion shape defaults to linear
2009-10-04 02:59:12 -07:00
dahlia
0cbd9eee2f
Exclude sculpt proxies from mesh caching
2009-10-04 02:14:13 -07:00
Melanie
9eccea5777
Merge branch 'master' into vehicles
2009-10-02 19:53:42 +01:00
Melanie
31d8cec0f8
Merge branch 'master' into diva-textures
2009-10-02 08:23:38 +01:00
Melanie
41ff39414b
Merge branch 'master' into vehicles
2009-10-01 14:08:15 +01:00
Diva Canto
1eb6f99d19
Create j2k cache directory if it doesn't exist. The Meshmerizer needs it there.
2009-09-30 20:27:40 -07:00
Jeff Ames
606e831ff5
Formatting cleanup.
2009-10-01 09:38:36 +09:00
Kitto Flora
07df0e0ab0
Merge branch '0.6.7-post-fixes' into vehicles
2009-09-30 19:07:18 +02:00
opensim
827b0fb199
Commit initial version of KittoFlora's vehicle changes
2009-09-30 18:51:02 +02:00
Jeff Ames
ee205e7e81
Formatting cleanup.
2009-10-01 01:17:47 +09:00
Jeff Ames
f00126dc2d
Add copyright header. Formatting cleanup.
2009-09-29 08:32:59 +09:00
dahlia
fb2cabd6b3
corrections to viewerMode AddPos()
2009-09-25 13:01:48 -07:00
Dan Lake
1b2828f5d8
Meshmerizer stores dictionary of unique Meshes keyed on construction parameters. CreateMesh() returns a Mesh from the dictionary or creates a new Mesh if it has not been created before. Meshes are never purged from the dictionary. The raw Mesh data is discarded once the memory is pinned for ODE use. All copies of the same prim/mesh use the same pinned memory. ONLY IMPLEMENTED AND TESTED WITH MESHMERIZER AND ODE
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Signed-off-by: dahlia <dahliaTrimble@gmailDotCom>
2009-09-24 18:20:59 -07:00
dahlia
daffb69174
modify BulletDotNETPrim.cs in preparation for Mantis #4181
2009-09-24 18:16:29 -07:00
nlin
56edbe9b60
Alternate algorithm for fixing avatar capsule tilt (Mantis #2905 )
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Eliminate dynamic capsule wobble. Instead introduce a small, fixed
tilt, and allow the tilt to rotate with the avatar while moving; the
tilt always faces away from the direction of avatar movement. The
rotation while moving should eliminate direction-dependent behavior
(e.g. only being able to climb on top of prims from certain directions).
Falling animation is still too frequently invoked.
Ideally the tilt should be completely eliminated, but doing so
currently causes the avatar to fall through the terrain.
2009-09-18 11:39:08 +09:00
Justin Clark-Casey (justincc)
0683cf6e0d
Add test to check behaviour if an iar is loaded where no user profile exists for the creators
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Disable generation of temporary profiles for now, instead record loading user as creator
2009-09-09 18:03:49 +01:00
Teravus Ovares (Dan Olivares)
b93f512433
* Fix for GetTerrainHeightAtXY to make it compatible when Constants.RegionSize isn't 256
2009-09-04 02:48:07 -04:00
Teravus Ovares (Dan Olivares)
bb5857c4bb
* Fixes the function 'GetTerrainHeightAtXY'
2009-09-04 00:03:54 -04:00
dahlia
6cf610bc44
eliminate unnecessary storage of mesh objects which are no longer necessary after recent startup optimizations
2009-09-02 17:40:55 -07:00
Jeff Ames
56ddd6828c
Add copyright headers. Formatting cleanup.
2009-09-03 02:04:17 +09:00
Teravus Ovares (Dan Olivares)
9505297fb1
* One last attempt to get the bordercrossing/primcrossing/attachmentcrossing right in the new border framework.
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* This also contains some inactive preliminary code for disconnecting combined regions that will be used to make one root region a virtual region of a new root region.
2009-09-02 04:39:00 -04:00
Melanie
f32de6fe88
Thank you, dslake, for a set of patches to improve OpenSim startup
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and idle performance.
2009-09-02 03:33:31 +01:00
Melanie
c89fc36f28
Applying Mantis #4079 . Thank you, dslake
2009-09-01 02:17:08 +01:00
Teravus Ovares (Dan Olivares)
54e05a083d
Merge branch 'master' of ssh://MyConnection/var/git/opensim
2009-08-26 11:48:05 -04:00
Jeff Ames
cf2d1b5c10
Add copy constructor to PhysicsVector.
2009-08-26 14:28:54 +09:00
Jeff Ames
256624566f
Formatting cleanup, minor refactoring.
2009-08-26 14:02:01 +09:00
Teravus Ovares (Dan Olivares)
e1b38ff001
* It turns out that Physics heightmap values were being stored in managed memory in _heightmap and using multiple heightmaps caused them all to overwrite each other and the last one was the heightmap for all of the regions. This fixes that. It also reduces the terrain resolution to half.
2009-08-21 13:22:49 -04:00
Teravus Ovares (Dan Olivares)
64dcb71c14
* Fixes Terrain issues with combined regions.
2009-08-20 23:26:40 -04:00
Teravus Ovares (Dan Olivares)
311b51a184
*remove conflicts
2009-08-18 11:09:43 -04:00
Teravus Ovares (Dan Olivares)
c54cb59a71
* Some Physics Scene Changes to prepare for larger regions
2009-08-18 11:05:07 -04:00
Melanie
9ad3e72ae1
Did I say that i don't like git? Remove some stuff that shouldn't have
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gone in.
2009-08-17 22:06:51 +01:00
Melanie
644db1e540
Add System.Xml reference to the console project
2009-08-17 09:40:38 +01:00
Jeff Ames
9d9fcac038
Misc cleanup.
2009-08-16 17:14:21 +09:00
Teravus Ovares (Dan Olivares)
30ce56e721
Merge branch 'master' of ssh://MyConnection/var/git/opensim
2009-08-15 13:10:21 -04:00
Teravus Ovares (Dan Olivares)
8000812700
* part one of adding physics combining
2009-08-15 13:10:10 -04:00
Jeff Ames
1123a326ab
Formatting cleanup. Fix some compiler warnings.
2009-08-13 15:43:24 +09:00
Jeff Ames
3e247a8eaa
Minor: formatting cleanup.
2009-08-11 00:32:59 +09:00
Jeff Ames
8863092f7c
Split BasicPhysics classes into separate files.
2009-08-11 00:32:59 +09:00
Teravus Ovares (Dan Olivares)
e88903f481
* Fix one physics crash for regions larger then 512mx512m
2009-08-08 10:38:53 -04:00
Teravus Ovares (Dan Olivares)
2b990a61bf
This is the second part of the 'not crash on regionsize changes'. This lets you configure region sizes to be smaller without crashing the region. I remind you that regions are still square, must be a multiple of 4, and the Linden client doesn't like anything other then 256. If you set it bigger or smaller, the terrain doesn't load in the client, the map has issues, and god forbid you connect it to a grid that expects 256m regions.
2009-08-07 20:31:48 -04:00
Teravus Ovares (Dan Olivares)
c8a68fb3fb
* Remove hard coded 256 limitations from various places. There's no more 256m limitation within the OpenSimulator framework, however, the LLClient ClientView does not support regions larger then 256 meters so, if you try and make your region larger by setting Constants.RegionSize = 512; in OpenSim.Framework.Constants.cs, the terrain will not display on clients using the LLUDP protocol
2009-08-07 18:40:56 -04:00
Justin Clark-Casey
190bdc8a2e
* Remove some mono compiler warnings
2009-08-05 17:33:23 +01:00
dahlia
21e62e87c7
starting to refactor path generation out of prim extrusion
2009-08-03 22:59:47 -07:00
Dahlia Trimble
6c94ce1cca
Flag certain meshes to avoid vertex list compaction. This should help speed up meshing time at startup.
2009-07-30 07:06:23 +00:00
Jeff Ames
a133e83f3a
Formatting cleanup.
2009-07-23 15:32:11 +00:00
Teravus Ovares
e2e43f1ab7
* Whoops, forgot the water heightfield.
2009-07-22 04:11:51 +00:00
Teravus Ovares
9f4b8260c2
* Exclude heightfield geom from the raycast test.
...
* Fixes mantis #3922
2009-07-22 04:04:30 +00:00
Teravus Ovares
156c393a44
* nothing in this commit, re-triggering panda.. which crashed while testing.
2009-07-21 03:28:12 +00:00
Teravus Ovares
5c8fe5c01c
* Fixed a case where a prim was a NullPhysicsActor instead of an OdePrim
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* Commented logic that wasn't being used.
* This should fix the errors in OdeScene.near
2009-07-21 03:18:19 +00:00
Teravus Ovares
08819bcbea
* Created a way that the OpenSimulator scene can ask the physics scene to do a raycast test safely.
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* Test for prim obstructions between the avatar and camera. If there are obstructions, inform the client to move the camera closer. This makes it so that walls and objects don't obstruct your view while you're moving around. Try walking inside a hollowed tori. You'll see how much easier it is now because your camera automatically moves closer so you can still see.
* Created a way to know if the user's camera is alt + cammed or just following the avatar.
* Changes IClientAPI interface by adding SendCameraConstraint(Vector4 CameraConstraint)
2009-07-19 02:32:02 +00:00
Melanie Thielker
01446074b1
Revert the nonessential part of r10033 to restore sanity to trampolines
2009-07-16 19:09:03 +00:00
Teravus Ovares
8e1ab33ed3
* Tweaking collision reporting a little more in ScenePresence to not check if the collisions will affect health if the avatar is invulnerable. (saves 3 loops)
2009-07-16 04:50:49 +00:00
nlin
56d295cfb5
Fix for avatar falling through terrain when av_capsule_tilted=false, Mantis #2905
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This fix re-introduces a small tilt into the capsule to prevent
avatar falling through terrain. Re-introduction of the tilt means
that some direction-dependent behavior when walking over prims, but
I have tried to minimize this.
Additionally this commit allows the capsule to wobble slightly when
being pushed around the terrain. This should make walking over prims
easier, as the capsule can wobble and glide diagonally over the prim's
edge, instead of rigidly being stopped vertically against the prim's
face.
2009-07-15 10:09:37 +00:00
Melanie Thielker
750f75c514
Thank you, Twitch, for a patch to restore mayhem and murder to OpenSim
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Fixes Mantis #3888
2009-07-14 23:20:59 +00:00
Dahlia Trimble
73251ed346
add a constructor overload and an AddPos method to SculptMesh
2009-07-14 06:09:18 +00:00
Dahlia Trimble
3f2ee8915d
Some improvements to prim face numbering - only affects viewers using PrimMesher
2009-07-11 04:53:41 +00:00
nlin
0ec6dfb1a1
Experimental fix for tilted avatar capsule, Mantis #2905
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Set av_capsule_tilted to false in opensim.ini. Default is true, so there is
no change in avatar behavior (and no breaking of existing content which
relies on the tilted capsule).
This commit straightens up the avatar capsule so it behaves consistently
(e.g. same collision behavior against prims regardless of which direction
the avatar is coming from; ability to fit through narrow doorways).
Please note this introduces other side effects which have not been fixed.
In particular:
* The avatar frequently falls through the terrain if it is not flat, though
the avatar behaves pretty well on flat terrain. This requires investigation
of the ode terrain collider.
* The apparent foot position of the avatar with respect to the ground
is changed. This requires investigation of the avatar height/capsule height.
Please consider this as work in progress.
2009-07-08 01:41:05 +00:00
Dr Scofield
652bcf91d5
- fixes a "collection out of sync" exception in the ODE physics
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engine, caused by an "avatar infinite position" occurring under
heavy load.
- fixes "value too small" exception in ChatModule
2009-06-25 07:39:48 +00:00
Melanie Thielker
034de5ecd6
Properly reset a vehicle's status to VEHICLE_TYPE_NONE when requested
2009-06-19 22:32:02 +00:00
Dr Scofield
8045ed28ec
From: Alan Webb <alan_webb@us.ibm.com>
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Eat collision errors --- NOTE: this fix might be naive, it seems to
have helped us getting to 81 avatars (whereas we'd crash with 20
before), but it sure would benefit from some check-over by a person
skilled in the art of ODE physics.
2009-06-10 11:48:13 +00:00
Jeff Ames
a23d64dec1
Formatting cleanup.
2009-06-10 04:28:56 +00:00
Dahlia Trimble
f94e192b86
some code cleanup
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test commit with cygwin svn
2009-06-06 08:41:27 +00:00
Jeff Ames
1e3f378c57
Fix comparison of UUID with null.
2009-06-04 01:26:31 +00:00
lbsa71
6f37fd8399
* Pried apart the ODE tests. This fixes mantis #3212
2009-06-02 18:12:34 +00:00
Jeff Ames
840de6c036
Minor: Change OpenSim to OpenSimulator in older copyright headers and LICENSE.txt.
2009-06-01 06:37:14 +00:00
Dahlia Trimble
be41a2cb7e
reduce verbosity of sculpt map cache messages to reporting cache failures only
2009-05-31 23:57:52 +00:00
Dahlia Trimble
179724b4fc
some clean up of sculpt map caching code
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remove a redundant debug message
2009-05-29 08:57:10 +00:00
Dahlia Trimble
05cbf0b502
reinstate a hopefully more robust experimental decoded sculpt map caching scheme
2009-05-29 06:50:15 +00:00
Dahlia Trimble
1609e7eac0
disable sculpt map caching until a better method of avoiding asset requests can be found
2009-05-29 05:11:50 +00:00
Dahlia Trimble
db4f8d1298
Experimental decoded sculpt map caching
2009-05-29 02:46:35 +00:00
Sean Dague
85e91ddb67
Revert "* Added IntegrationTest Attribute and tagged the ODETestClass"
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This reverts commit 8f0096cc7b112fea8f69f391224911f624482747.
To get us back to compiling on fresh checkouts.
2009-05-27 12:53:29 +00:00
lbsa71
17f0a4be53
* Added IntegrationTest Attribute and tagged the ODETestClass
2009-05-27 12:36:58 +00:00
lbsa71
ba360ede8b
* Upped version number to 0.6.5
2009-05-25 11:43:56 +00:00
Dr Scofield
1d02636c27
cleaning out warnings.
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NOTE: we currently have a gazillion warnings caused stuff flagged as
"obsolete" (OGS1 stuff) --- what's up with that?
2009-05-22 14:57:00 +00:00
Dahlia Trimble
87b95e324e
Sculpt mesher refactor
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adds some previously missing geometry to sculpties
new LOD improves vertex accuracy
fix torus mode mesh edge joining
sync with primmesher r37
2009-05-19 10:09:33 +00:00
Dahlia Trimble
14c1e991c6
some sculpted prim geometry accuracy and meshing speed improvements
2009-05-15 03:14:04 +00:00
Dahlia Trimble
bd3a4e5f01
Added a Copy() method to PrimMesh and SculptMesh as suggested by dmiles. Sync PrimMesher.cs and SculptMesh.cs with PrimMesher.dll r36.
2009-05-08 03:04:45 +00:00
Dahlia Trimble
09522743cb
alter behavior of sculpted prim "Inside out" setting. Addresses Mantis #3514
2009-05-03 06:25:52 +00:00
Dahlia Trimble
6f3437b77e
some code cleanup
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sync with primmesher r35
2009-04-24 19:43:15 +00:00
Dahlia Trimble
9c13a93583
Limit hollow size of physics proxy to 95%
2009-04-24 19:28:29 +00:00
Teravus Ovares
c5a3ff231f
* It turns out vehicle Angular Motor direction is always in global space.
2009-04-20 17:46:37 +00:00
Teravus Ovares
b98f93212b
* Prevent a vehicle crash
2009-04-20 06:56:53 +00:00
Teravus Ovares
21d4423030
* Allow passing of material type to physics engine
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* Define low friction and medium bounce for Glass
2009-04-20 03:07:53 +00:00
idb
716e1fe0e1
Keep IsColliding updated for the recent changes in ScenePresence so that walk/stand animations will get used instead of just falling
2009-04-19 12:28:29 +00:00
Teravus Ovares
03901c8c0d
* Rudimentary angular motor implementation for the LSL Vehicle API
2009-04-19 08:12:10 +00:00
Dahlia Trimble
5f1fa0d3d7
Added a "force_simple_prim_meshing" option to the ODE settings in OpenSim.ini which will use meshes for collisions with simple prim shapes rather than internal ODE algorithms. This may help with Mantis #2905 and Mantis #3487 for those experimenting with capsule settings.
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Note that this will increase memory usage and region startup time.
2009-04-19 01:21:38 +00:00
Dahlia Trimble
15b9c528c5
Add some documentation. (note this is *not* a thinly veiled attempt to increase my commit frequency *wink*)
2009-04-18 17:15:56 +00:00
Teravus Ovares
68190617b4
* A few fixes to the Linear Motor
2009-04-17 23:04:33 +00:00
Teravus Ovares
07c113a766
* Add Implementation of Linear Motor and Linear friction from the LSL Vehicle API in Physics
2009-04-17 21:10:54 +00:00
Teravus Ovares
e95fe66dd5
* Set some minimum values to avoid divide by zero errors.
2009-04-17 04:38:31 +00:00
Teravus Ovares
0d00a767bc
* Commit a few fixes to the Vehicle settings
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* Vertical Attractor servo
2009-04-17 04:34:52 +00:00
Teravus Ovares
8a7a0190e6
* Remove some super experimental stuff in BulletDotNETPlugin since it was causing issues.
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* Tweak the ODEPrim PID a bit more.
2009-04-16 08:11:05 +00:00
Teravus Ovares
eac5d4015d
* Committing more BulletDotNETPlugin work
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* Tweak the LLSetStatus results in the ODEPlugin. Hopefully it's a little less unstable.
* ODEPlugin is using experimental math for LLSetStatus, use with caution! :)
2009-04-16 07:31:48 +00:00
Teravus Ovares
d34d5eb3f7
* Adding some organization of vehicle type stuff in the ODEPlugin.
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* Vehicles do NOT work. This is just organization and a bit of logical code to make doing vehicles easier
2009-04-14 09:03:18 +00:00
Teravus Ovares
c2e75aecd1
* Commit a variety of fixes to bugs discovered while trying to fix the NaN singularity.
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* WebStatsModule doesn't crash on restart. GodsModule doesn't crash when there is no Dialog Module. LLUDPServer doesn't crash when the Operation was Aborted.
* ODEPlugin does 'Almost NaN' sanity checks.
* ODEPlugin sacrifices NaN avatars to the NaN black hole to appease it and keep it from sucking the rest of the world in.
2009-04-14 01:57:35 +00:00
Teravus Ovares
2dca78b2bf
* BulletDotNETPlugin supports Axis lock (LLSetStatus) from the script engine now.
2009-04-11 03:04:08 +00:00
Teravus Ovares
53026affb3
* Instead of referencing mesh stuff in the physics plugin.. change the IMesh Interface. (blame prebuild)
2009-04-11 00:11:54 +00:00
Teravus Ovares
474b982eba
* Adds Physical/Active Linkset support to BulletDotNETPlugin
2009-04-10 23:26:42 +00:00
Teravus Ovares
10f5615573
* Tweak the character controller some more
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* Add cursory integration with script engine.
* LLMoveToTarget, LLSetBouyancy, LLSetStatus (Physical only), LLApplyImpulse, LLApplyTorque, LLPushObject.. etc.
* Still missing linked physical active and LLSetStatus with an axis lock.
2009-04-10 06:01:29 +00:00
Teravus Ovares
b05a1aa4b7
* Whoops, never saved the BulletDotNETScene.. Last commit continued.....
2009-04-09 22:00:15 +00:00
Teravus Ovares
4050dec682
* Changes the timstep of the bullet world
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* Enables border crossings when using the BulletDotNETPlugin
* Enabled variable time steps in BulletDotNETPlugin
* Still no 'linked physical objects' yet
* Still no script engine integration
2009-04-09 21:48:11 +00:00
Teravus Ovares
b326b55bcd
* Added finite testing to the character and object constructor
2009-04-07 16:41:07 +00:00
Teravus Ovares
9bbc7e8bf6
* Added a routine to check if a PhysicsVector and Quaternion is finite
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* Now validating input to the Physics scene and warning when something is awry.
* This should help nail down that Non Finite Avatar Position Detected issue.
2009-04-07 16:13:17 +00:00
Teravus Ovares
11f8ea30f9
* Tweak the BulletDotNETPlugin character controller so it feels more finished.
2009-04-07 15:01:46 +00:00
Teravus Ovares
0d4880d5cf
* This fixes BulletDotNET so it can now be used on linux.
2009-04-07 03:33:28 +00:00
Teravus Ovares
9459b16cc2
* BulletDotNET Updates.
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* Should react somewhat normally to editing, and setting physics now.
2009-04-07 00:13:08 +00:00
Jeff Ames
465f1df592
Add copyright headers, formatting cleanup.
2009-04-06 14:36:44 +00:00
Dahlia Trimble
f73d4f9735
unspecified sculpt stitching mode now defaults to plane instead of sphere. Addresses Mantis #3403
2009-04-05 19:25:39 +00:00
Teravus Ovares
cf1e8b1723
* Fixing SVN properties
2009-04-05 08:43:29 +00:00
Teravus Ovares
e592d03843
* Committing what I have on the BulletDotNETPlugin that I have so far.
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* It's not ready to try. It doesn't do what you expect in many ways.
* It throws errors and prints jibberish on the console
* Test it out only if you're brave and you've backed up first.
* The opensim.ini line is physics = BulletDotNETPlugin
2009-04-05 08:35:38 +00:00
Dahlia Trimble
5f4cab6ed3
fix an error in hollow cylinder face number calculation
2009-04-03 08:45:32 +00:00
Dahlia Trimble
b42fec5c74
partial support for sculpted prim "inside out" setting
2009-04-02 06:54:48 +00:00
lbsa71
958d764172
* Upped trunk version number to 0.6.4 as we just tagged 0.6.4-release
2009-04-01 19:44:46 +00:00
Dahlia Trimble
8493123629
Hard code scaled image resolution to 96 dpi prior to sculpt meshing to prevent a mono 2.4 failure. Thanks to cmickeyb for pointing out the failure.
2009-04-01 18:38:51 +00:00
Dr Scofield
aecb4fb72a
From: Alan M Webb <alan_webb@us.ibm.com>
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Add sanity check to fly-height calculation so that it does
not attempt to retrieve information from non-existent
regions.
2009-03-31 12:45:34 +00:00
Teravus Ovares
0318e824ae
* Remove a debug line of localIDs
2009-03-30 14:13:56 +00:00
Teravus Ovares
6522b4f5d4
* Fixing thread safety of avatar adding and removing from the Physics Scene in the ODEPlugin
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* This may help one of the symptoms or mantis 3363 , however it probably won't solve the occasional NonFinite Avatar Position detected.. issues that some people see. That is probably an entirely different issue(NaN).
2009-03-30 14:10:24 +00:00
Dahlia Trimble
ad012d4b46
add x-axis mirror capability to sculpted prim mesh - addresses Mantis #3342
2009-03-26 18:12:10 +00:00
Dahlia Trimble
3bedb59f50
make some arrays static to prevent excessive re-initialization - suggested by jhurliman
2009-03-26 03:10:30 +00:00
idb
aab38c2cb2
Ensure the remembered velocity is zero when physical is turned off on a prim. Without this the velocity gets sent to the client and the prim appears to move.
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Fixes Mantis #3303
2009-03-20 15:59:11 +00:00
Dahlia Trimble
fa5fef33a9
fixed propagation of normalized sculpt mesh vertex normals
2009-03-15 09:05:35 +00:00
Justin Clarke Casey
acad0328b2
* Make all coded defaults match settings in OpenSim.ini.example
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* In most cases, the setting in OpenSim.ini.example is taken as the canonical one since this is the file virtually everyone ends up using
* OpenSim will start up with a blank OpenSim.ini, in which case sqlite is the default database (as before)
2009-03-11 18:02:22 +00:00
Teravus Ovares
f9ebdee1d2
* Tweak llMoveToTarget per mantis 3265
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* Add some comments to the Wind Module
* Add the BinBVH decoder/encoder as a scene object (to encode/decode animations programmatically).
* Add m_sitState for upcoming code to improve sit results.
2009-03-09 04:33:53 +00:00
Jeff Ames
385d3a467c
Minor formatting cleanup.
2009-03-07 16:16:00 +00:00
idb
93a697b24d
Correct a typo, purely cosmetic.
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FixesMantis #3263
2009-03-07 14:39:42 +00:00
Teravus Ovares
5a49c772ca
* Making the minimum ground offset for flying a configurable offset in the OpenSim.ini. This is the code that causes you to rise off the ground when you press the fly button and attempts to keep you above ground automatically when flying in a simulator.
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* minimum_ground_flight_offset, by default is 3 meters, as per Kitto Flora See OpenSim.ini.example for an example.
2009-03-07 07:17:43 +00:00
Teravus Ovares
6c7151109b
* fixes mantis 3259
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* I'm concerned however that the 'minimum fly height' should really be implemented in ScenePresence and not in the specific physics plugin so that all of the physics plugins can take advantage of it and if desired, a person could swap out the 'minimum fly height' functionality with other functionality.
2009-03-07 06:51:27 +00:00
Teravus Ovares
3a93bb992f
* Added some limits to the maximum force applied per second by llMoveToTarget. Currently, it's 350 times the mass in newtons applied per second, maximum.
2009-03-07 00:27:56 +00:00
Charles Krinke
b637a11b58
Fixes Mantis #3260 . Thank you kindly, MCortez for a patch that:
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llSetHoverHeight() should not clamp the x/y position of an object the way MoveTo does,
and it should recalculate the absolute height to hover at as an object moves to reflect
the current ground/water height under it.
Correctly implementing required adjusting the Physics interfaces and implementing at
the physics plug-in level. The attached is a patch that correctly implements
llSetHoverHeight() including updates to the ODE physics plug-in.
2009-03-06 23:01:35 +00:00
Teravus Ovares
ac84d3d26b
* Fixing a few mass calculation errors suggested by jhurliman
2009-03-05 21:59:27 +00:00
Justin Clarke Casey
36e648a37a
* minor: Remove most mono compiler warnings
2009-02-25 20:53:02 +00:00
Dahlia Trimble
8afad46d10
remove log4net dependency and from PrimMesher.cs
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sync PrimMesher.cs with PrimMesher.dll version 29 on forge
2009-02-24 06:02:44 +00:00
Charles Krinke
8f55b9d735
Mantis#3218. Thank you kindly, TLaukkan (Tommil) for a patch that:
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* Added log4net dependency to physxplugin in prebuild.xml.
* Added missing m_log fields to classes.
* Replaced Console.WriteLine with appropriate m_log.Xxxx
* Tested that nant test target runs succesfully.
* Tested that local opensim sandbox starts up without errors.
2009-02-22 20:52:55 +00:00
lbsa71
2e095f5727
* Upped VersionInfo to 0.6.3 and in the process, changed assemblyinfo to 0.6.3.* to better track down dll ref and overwrite problems.
2009-02-20 16:47:31 +00:00
lbsa71
5af465a364
* Changed all AssemblyInfo to explicit version 1.0.0.0 to not confuse poor poor Nant. We probably should take the opportunity to let the non-module bins reside in their /bin/Debug dirs later.
2009-02-19 14:51:33 +00:00
diva
3d5a9e6748
This started as way to correct Mantis #3158 , which I believe should be fixed now. The flying status was temporarily being ignored, which caused the avie to drop sometimes -- there was a race condition. In the process it also fixes that annoying bug in basic physics where the avie would drop half-way to the ground upon region crossings (SetAppearance was missing). Additionally, a lot of child-agent-related code has been cleaned up; namely child agents are now consistently not added to physical scenes, and they also don't have appearances. All of that happens in MakeRoot, consistently.
2009-02-15 05:00:58 +00:00
Dahlia Trimble
7731c055e4
Set sculpt map alpha to 255 prior to scaling and meshing. Addresses Mantis #3150
2009-02-15 04:00:00 +00:00
Jeff Ames
95d53d48d4
Add copyright headers. Minor formatting cleanup. Fix some compiler warnings. Fix some m_log declarations.
2009-02-13 02:06:28 +00:00
Dahlia Trimble
d21601d497
Thanks Kitto Flora for a patch that adds automatic min fly height to ODE - Mantis #3134
2009-02-12 07:58:10 +00:00