dahlia
bcdd03c1cf
more work in progress on mesh physics - still non-functional
2010-10-14 20:25:31 -07:00
dahlia
2d88394cd5
laying some groundwork for mesh physics
2010-10-14 13:10:03 -07:00
Teravus Ovares (Dan Olivares)
cf61cf7b32
* Make line endings consistant in Meshmerizer.cs
2010-10-09 13:50:53 -04:00
dahlia
9391c3ffee
add a flag in OpenSim.ini.example for enabling/disabling decoded sculpt map caching for meshing
2010-10-07 19:34:46 -07:00
Jeff Ames
bc9f793a92
Formatting cleanup.
2010-10-04 21:28:17 -04:00
Melanie
f220a2c5eb
Replace CalculateMass with a more accurate version, contributed by Ubit.
...
Thank you.
2010-10-02 00:24:16 +01:00
Melanie
d0c271adc6
Typo fixes
2010-09-26 18:06:23 +01:00
BlueWall
b0b4782a2b
adding configurable j2kDecodeCache path
...
allowing the decoded sculpt map cache path to be defined in
the configuration files.
Use DecodedSculpMapPath in the [Startup] section to set
the path. The default is still ./bin/j2kDecodeCache
2010-09-26 17:04:11 +01:00
Justin Clark-Casey (justincc)
30d3e8a13e
Add prim name to OdePrim Error and Warning messages.
...
This aims to make it easier to identify and remove rogue prims that are causing ODE to fall over.
2010-09-25 01:07:37 +01:00
Justin Clark-Casey (justincc)
4a5979c311
minor: remove some mono compiler warnings
2010-06-25 21:09:15 +01:00
Diva Canto
1e7ce6dbce
Hunting for the problem in #4777
2010-06-19 09:44:02 -07:00
Diva Canto
9b410f5e94
Reverting my last two commits, putting back Melanie's exception handler. Doesn't solve #4777 .
2010-06-19 09:25:36 -07:00
Diva Canto
f0f684161e
Reinstated the behavior of AddPrimShape *exactly* as it was as of December. Trying to fix mantis #4777
2010-06-19 08:57:58 -07:00
Melanie
47d5f90629
Remove an error in meshing error reporting. Now doesn't double-bomb
...
anymore on a bad sculpt
2010-06-18 19:49:14 +01:00
Melanie
ceac35bac1
Log and eat sculpt meshing exceptions caused by bad jp2 data.
2010-06-12 16:25:40 +01:00
dahlia
5e719d13ef
fix sculpt normal direction for mirrored plane sculpts
2010-05-24 19:15:04 -07:00
Diva Canto
a58859a0d4
GridUserService in place. Replaces the contrived concept of storing user's home and position info in the presence service. WARNING: I violated a taboo by deleting 2 migration files and simplifying the original table creation for Presence. This should not cause any problems to anyone, though. Things will work with the new simplified table, as well as with the previous contrived one. If there are any problems, solving them is as easy as dropping the presence table and deleting its row in the migrations table. The presence info only exists during a user's session anyway.
...
BTW, the Meshing files want to be committed too -- EOFs.
2010-05-07 21:29:56 -07:00
dahlia
eb6d63ab8e
improve handling of undersize sculpt textures
2010-05-06 23:02:24 -07:00
dahlia
39c5ddc837
corrections for face numbering and uv mapping, mostly for spheres - sync with PrimMesher r56
2010-05-06 22:08:59 -07:00
dahlia
5d1e9947ed
Sculpt meshing refactoring - improves mesh accuracy and UV mapping
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Sync with PrimMesher r55
2010-05-06 21:36:27 -07:00
John Hurliman
65c1fbc14d
Fixing line endings
2010-03-15 20:54:48 -07:00
dahlia
1e73e16fd0
flip UVs for profile faces
2010-03-13 18:41:36 -08:00
dahlia
41a98b902b
correct some references which could produce erroneous prim face numbers
2010-03-12 22:05:22 -08:00
dahlia
1d14cf8c3f
some improvements to sculptmap alpha handling and LOD
2010-03-12 21:21:28 -08:00
John Hurliman
3036aba875
* Added a better check to the SimianGrid connectors to test if they are enabled or not. This method should work equally well with standalone or robust mode
...
* Applying #4602 from Misterblu to add collision detection to BulletDotNET
2010-03-12 14:28:31 -08:00
Jeff Ames
300f4c58a6
Separate PhysX classes into separate files.
2010-02-22 13:16:40 +09:00
Jeff Ames
af265e001d
Formatting cleanup.
2010-02-15 19:21:56 +09:00
Revolution
9821c4f566
Revolution is on the roll again! :)
...
Fixes: Undo, T-pose of others on login, modifiedBulletX works again, feet now stand on the ground instead of in the ground, adds checks to CombatModule. Adds: Redo, Land Undo, checks to agentUpdate (so one can not fall off of a region), more vehicle parts. Finishes almost all of LSL (1 function left, 2 events).
Direct flames and kudos to Revolution, please
Signed-off-by: Melanie <melanie@t-data.com>
2010-02-14 22:18:46 +00:00
John Hurliman
8556a9f1a8
Applying patch #4534 by Misterblue to fix ODE physics stickiness
2010-02-04 13:31:06 -08:00
Jeff Ames
70d5b1c34c
Formatting cleanup. Add copyright headers.
2010-01-04 06:17:30 +09:00
Melanie
e530180c1e
Glue code for a couple of new LSL function implementations
2009-12-22 00:26:12 +00:00
Teravus Ovares (Dan Olivares)
2f8b9cbf2b
* Commit some sit code that's commented out for now.
2009-12-08 11:28:13 -05:00
Teravus Ovares (Dan Olivares)
8d196dbd14
* Adds Normal to the fields returned by the Physics Raycaster
...
* Fixes recognizing when a sit target is and isn't set.
* * 1. Vector3.Zero.
* * 2. Orientation: x:0, y:0, z:0, w:1 - ZERO_ROTATION
* * (or) Orientation: x:0, y:0, z:0, w:0 - Invalid Quaternion
* * (or) Orientation: x:0, y:0, z:1, w:0 - Invalid mapping, some older objects still exist with it
2009-12-05 22:18:00 -05:00
Teravus Ovares (Dan Olivares)
c4b6010fb3
* Fixes mantis 4416. Animator is dereferenced on logout
2009-12-05 13:01:21 -05:00
Teravus Ovares (Dan Olivares)
781db43a76
* Fixes the 10x10x10 hard physics limitation. (wierdly, you have to set this for each region in your Regions.ini[PhysicalPrimMax = 10(default)])
...
* Adds a configurable maximum object mass before the mass is clamped. Default is 10000.01. Configurable by changing maximum_mass_object in the [ODEPhysicsSettings] section.
* Clamping the mass is important for limiting the amount of CPU an object can consume in physics calculations. Too high, and the object overcomes restitution forces by gravity alone. This generates more collisions potentially leading to 'deep think'.
2009-12-03 20:21:10 -05:00
Teravus Ovares (Dan Olivares)
e2200026ca
* Fixes a case of d.BodyEnable with IntPtr.Zero passed as the parameter in linkset where EnableBody was called and the body is immediately disabled. The previous functionality assumed that a body was received in EnableBody but.. in some cases, it wasn't.
2009-11-26 17:03:00 -05:00
Teravus Ovares (Dan Olivares)
3ebb528c79
* Resolves mantis 4390 http://opensimulator.org/mantis/view.php?id=4390
2009-11-23 11:44:22 -05:00
Teravus Ovares (Dan Olivares)
21f80b6507
* Adds a test for if the collision is at the bottom of the capsule on avatar. This prevents the 'double jump' capability that's been occurring for ages when avatar collide with prim on the side.
2009-11-22 22:04:52 -05:00
Teravus Ovares (Dan Olivares)
9ba10af6b2
* Added missing lock to m_forcelist when AddForce is called. When a user dragged a prim, in some cases, it would corrupt the datatype in memory and throw spurious IndexOutOfRangeExceptions.
...
* Physics a situation that causes physics to spew redline messages to the console forever.
2009-11-22 21:08:54 -05:00
Teravus Ovares (Dan Olivares)
7760da1a4c
* Fixes the second of two terse update issues. Physical objects should react normally again.
2009-11-21 04:39:41 -05:00
Teravus Ovares (Dan Olivares)
0ffda7128e
* Fixes one of two terse update issues. There's still one left, but this one fixes the situation where the object on the server is moving but no updates are being sent.
2009-11-21 04:33:34 -05:00
dahlia
8ae3df22a2
clean up some cruft
2009-11-11 11:10:42 -08:00
Justin Clark-Casey (justincc)
6d88c96e01
minor: remove mono compiler warning
2009-11-11 18:49:05 +00:00
dahlia
3e22bb24f5
add an overload to _SculptMesh for meshing from a list of coordinates
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add conditional compilation for System.Drawing dependency
2009-11-09 18:44:03 -08:00
Justin Clark-Casey (justincc)
a88a463b50
Following various discussions on irc and in the OpenSim dev OSGrid meeting last week, change av_capsule_tilted to false by default
...
This appears to now give better ODE physics response (less sinking into the ground, etc.)
Please change it back if this is actually a bad idea for some reason
2009-11-09 19:26:42 +00:00
Justin Clark-Casey (justincc)
3274bc39c8
minor: remove some mono compiler warnings
2009-11-09 17:43:32 +00:00
Justin Clark-Casey (justincc)
af0e5d0974
Merge branch 'master' of ssh://justincc@opensimulator.org/var/git/opensim
2009-11-03 19:11:09 +00:00
Justin Clark-Casey (justincc)
1d737b010c
minor: remove some mono compiler warnings
2009-11-03 18:52:20 +00:00
dahlia
82554e9a89
Delete depricated extrusion methods and redirect to universal extrude method.
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Sync with PrimMesher.cs r47 on forge.
2009-11-02 22:24:58 -08:00
John Hurliman
7132877075
* Log progress messages when loading OAR files with a lot of assets
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* Change the PhysicsCollision callback for objects to send full contact point information. This will be used to calculate the collision plane for avatars
* Send the physics engine velocity in terse updates, not the current force being applied to the avatar. This should fix several issues including crouching through the floor and walking through walls
2009-10-29 01:46:58 -07:00
John Hurliman
1c9696a9d2
Always send a time dilation of 1.0 while we debug rubberbanding issues
2009-10-28 15:11:01 -07:00
John Hurliman
a069a1ee68
Limit physics time dilation to 1.0
2009-10-28 14:44:05 -07:00
John Hurliman
a65c8cdc38
* Reduce the velocity tolerance on sending terse updates to avoid slowly drifting prims/avatars
...
* Added contacts_per_collision to the ODE config section. This allows you to reduce the maximum number of contact points ODE will generate per collision and reduce the size of the array that stores contact structures
2009-10-28 12:45:40 -07:00
John Hurliman
ee0f7e10c8
Fixed a bad check on velocity in the ODE near() callback (it was only checking for velocity in certain directions, and was calling the get_Velocity() function three times)
2009-10-28 12:20:34 -07:00
John Hurliman
2d470f8bde
Switching sculpty from CSJ2K back to OpenJPEG for now until more kinks are ironed out
2009-10-28 01:48:53 -07:00
John Hurliman
e31024f08b
Print the exception message when CSJ2K decoding fails for sculpty textures
2009-10-28 01:30:39 -07:00
John Hurliman
0c466b28bb
Move the calculation of time dilation from the scene to the physics engine. The scene is still the one reporting dilation so this does not break the API or remove flexibility, but it gets the calculation happening in the right place for the normal OpenSim usage. The actual calculation of physics time dilation probably needs tweaking
2009-10-27 16:24:43 -07:00
John Hurliman
f5cad91578
* Switched from OpenJPEG to CSJ2K in Meshmerizer
...
* Tested the previous patch and found no regressions
2009-10-26 19:03:55 -07:00
John Hurliman
d199767e69
Experimental change of PhysicsVector to Vector3. Untested
2009-10-26 18:23:43 -07:00
John Hurliman
119cf80e13
Added calls to GC.AddMemoryPressure() when unmanaged memory is allocated for ODE (helps the GC make better scheduling choices), and a call to GC.Collect() right before logins are enabled for a region. Although this doesn't change actual memory usage, it improves the reported usage from OpenSim and the operating system
2009-10-26 15:52:59 -07:00
Dan Lake
428bd7a74b
No need to create dupe TriMeshData for ODE. A previous patch created a dictionary to store unique meshes in Meshmerizer based on creation params. This patch contains a dictionary to map each of those unique meshes to its ODE TriMeshData. This eliminated hundreds of megabytes of memory consumption in the unmanaged heap when there are lots of the same prim (roof tiles, bricks, siding, decks, chairs, etc). The objects do not need to be physical to benefit from this patch.
2009-10-26 15:14:19 -07:00
John Hurliman
ff4b45a1e3
Do case-insensitive comparisons on region names in LLStandaloneLoginModule
2009-10-26 15:12:43 -07:00
John Hurliman
ac7ccdf7d7
* Changed the watchdog timer to improve the speed of UpdateThread(), only track threads once the first call to UpdateThread() has been made, and allow re-tracking of threads that timed out but revived later
...
* Added a commented out call to Watchdog.UpdateThread() in OdeScene. If it turns out that loading a large OAR file or some other operation is timing out the heartbeat thread, we'll need to uncomment it
2009-10-26 14:41:27 -07:00
John Hurliman
730930955a
Changing Scene.ForEachClient to use the synchronous for loop instead of Parallel. This is quite possibly the source of some deadlocking, and at the very least the synchronous version gives better stack traces
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* Lock the LLUDPClient RTO math * Add a helper function for backing off the RTO, and follow the optional advice in RFC 2988 to clear existing SRTT and RTTVAR values during a backoff
* Removing the unused PrimitiveBaseShape.SculptImage parameter * Improved performance of SceneObjectPart instantiation * ZeroMesher now drops SculptData bytes like Meshmerizer, to allow the texture data to be GCed * Improved typecasting speed in MySQLLegacyRegionData.BuildShape()
* Improved the instantiation of PrimitiveBaseShape
2009-10-25 00:40:21 -07:00
dslake
8ba3afb59b
Patch from dslake http://opensimulator.org/mantis/view.php?id=4291 0004291: Inconsistent locking of ODE tainted prims
2009-10-23 12:14:05 -04:00
Teravus Ovares (Dan Olivares)
f34e8adffb
* Moved Copyrights above the comments in ODEPrim and ODEDynamics so they're consistent with the rest (and so chi11ken's auto copyright adding script doesn't duplicate the copyright.
2009-10-22 18:28:42 -04:00
KittoFlora
227c832d3b
Commented out instrumentation in ODEPrim.cs
2009-10-22 19:15:35 +01:00
Melanie
c4969d47d9
Merge branch 'master' into vehicles
2009-10-22 07:12:10 +01:00
John Hurliman
8151190a45
* Removing ODEPrim and ODECharacter GetHashCode() overrides since they were based on something that could change
...
* Tweaked a few other GetHashCode() overrides to bring them in line with MSDN recommendations
2009-10-20 10:56:15 -07:00
John Hurliman
72078195c2
Merge branch 'prioritization' of ssh://opensimulator.org/var/git/opensim into prioritization
2009-10-19 15:20:38 -07:00
John Hurliman
bd03cbd815
Merge branch 'master' of ssh://opensimulator.org/var/git/opensim into prioritization
2009-10-19 15:19:37 -07:00
Diva Canto
590d91e572
Forgot {} on last commit.
2009-10-19 15:03:55 -07:00
Diva Canto
2dd8a6beac
More instrumentation in physics.
2009-10-19 14:48:17 -07:00
Melanie
ffd59868f5
Merge branch 'master' into vehicles
2009-10-19 21:58:51 +01:00
John Hurliman
6d04a213d6
Merge branch 'prioritization' of ssh://opensimulator.org/var/git/opensim into prioritization
2009-10-18 20:25:16 -07:00
Jeff Ames
0d29614ca1
Formatting cleanup.
2009-10-19 08:58:03 +09:00
Diva Canto
baed19d068
A bit of instrumentation to figure out what's going on with physics actors.
2009-10-18 16:48:44 -07:00
John Hurliman
2f2eeb6731
Zero out PrimitiveBaseShape.SculptData after the JPEG2000 data has been decoded to allow garbage collection on it
2009-10-18 02:53:36 -07:00
Teravus Ovares (Dan Olivares)
01051daaab
* One more tweak to inform the user that they may not be able to move until relogging.
2009-10-16 21:24:08 -04:00
Teravus Ovares (Dan Olivares)
d49424c421
* After seeing it repeat over and over again.. again, We won't inform the scenepresence that there was an issue so it doesn't try to make the capsule again. I have a feeling that this is some kind of object leak. We'll know for sure.. soon.
2009-10-16 21:20:55 -04:00
Teravus Ovares (Dan Olivares)
0079d0a7c4
* One more attempt at the NullRef In The OdePlugin. This might fix it, but it will definitely get us closer to the root cause.
2009-10-16 14:30:55 -04:00
Teravus Ovares (Dan Olivares)
1f28c6208b
* Added a message for when the null reference exception occurs to make debugging easier. Without this, from the user's perspective.. they cannot move, fly or otherwise do anything physical and without a message on the console, it would be hard to tell that this is what is occurring.
2009-10-16 03:40:44 -04:00
Teravus Ovares (Dan Olivares)
ac2f98b846
* A hacky attempt at resolving mantis #4260 . I think ODE was unable to allocate memory, and therefore the unmanaged wrapper call fails or worse.. there's some unmanaged resource accounting in the ODEPlugin for ODECharacter that isn't being done properly now.
...
* The broken avatar may not be able to move, but it won't stop simulate from pressing on now. And, the simulator will try to destroy the avatar's physics proxy and recreate it again... but if this is what I think it is, it may not help.
2009-10-16 03:32:30 -04:00
Melanie
6deef7d0f3
Merge branch 'master' into vehicles
2009-10-15 21:14:13 +01:00
John Hurliman
3828b3c0e8
* Eliminated unnecessary parameters from LLUDPServer.SendPacketData()
...
* Changed PrimMesher's Quat.Identity to return <0,0,0,1> instead of <0,0,0,1.1>
2009-10-13 10:38:35 -07:00
Melanie
70553a979e
Merge branch 'master' into vehicles
2009-10-12 15:12:15 +01:00
Melanie
50f509d600
Merge branch 'master' into vehicles
2009-10-12 15:11:01 +01:00
unknown
fe0940a22f
Optimize ODE mesh by removing sleep. On a region with 100,000 prims and ODE enabled, the first Heartbeat loop call to UpdatePhysics takes 20 minutes. 75% of that time is spent in this sleep. (100k prims * 10ms)
2009-10-12 01:53:57 -07:00
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
...
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.
...
* 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.
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* 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
Teravus Ovares
c0c330988f
* Some minor cleanup
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* sealed OdeScene
2009-02-08 17:41:15 +00:00
Teravus Ovares
26ca3e26bf
Reverts patch from tuco/mikkopa/sempuki mantis #3072
2009-02-08 17:25:02 +00:00
Teravus Ovares
b60931b686
* Limit the total number of joints created per frame to the maximum possible without causing a stack collision.
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* This fixes crashing on large sets of physical prims because of stack collisions (assuming you follow the directions on linux for starting ode with ulimit). After the maximum joints are created, objects will start to fall through the ground and be disabled. Not the best solution, but it's better then a crash caused by a stack collision with the process exceeding the maximum available memory/recursions per thread.
* Make a clean region, make a stack of 5000 prim, 20 layers high. Make them physical, *SLOW*, but no crash.
2009-02-08 03:02:43 +00:00
Teravus Ovares
08a9a85376
* Fixes colliding with the terrain lower then 0 and higher then 256m
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* The actual AABB of the heightfield on the Z is now determined by the minimum and maximum heightfield value in the terrain array (assuming it's a reasonable number). This might optimize collisions in simulators that have a small difference between minimum and maximum heightfield values.
2009-02-08 01:05:09 +00:00
Mike Mazur
949ae6136e
Change access levels from private to protected to facilitate
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subclassing; also add new method signatures. Thanks tuco and mikkopa.
Fix Mantis #3072 .
2009-02-03 08:31:08 +00:00
Teravus Ovares
85c0c0557e
* Tweaks some locks when modifying an ODECharacter. This actually allows a user to log-in while the physics scene and the scripts are starting up. This also seems to smooth out the jerks on teleport/connect/disconnect a little bit.
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* If you log-in while the simulator is starting up, you won't be able to move and the sim stats will say 0 FPS, and 0 Physics Frames and you may see only terrain. Once the sim finishes starting up, it'll all resume as normal.
2009-01-31 16:49:32 +00:00
Teravus Ovares
1a55dd11f1
* More friendly OpenJpeg error handling.
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* Often times now the only reason OpenJpeg doesn't work is because it requires Glibc 2.4 The error messages reflect that.
* In J2kDecoder module, It stops trying to decode modules if it encounters a dllnotfound exception and instead sends a full resolution layer that causes the texture sender to only send the full resolution image. (big decrease in texture download speed, but it's better then nasty repeating error messages)
2009-01-21 11:16:33 +00:00
Dahlia Trimble
032b30ffdb
Fix an error in sculpt LOD calculation
2009-01-21 02:40:09 +00:00
nlin
bfdf2479fb
Improve parsing of joint parameters for NINJA physics (Mantis #2966 ).
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Multiple spaces or leading/trailing spaces when specifying the prims
to connect should no longer cause problems.
2009-01-14 04:59:57 +00:00
Dahlia Trimble
20670ff0c8
sync with primmesher r26 on forge
2009-01-04 19:09:31 +00:00
Dahlia Trimble
f836e36c49
Improve LOD scaling for anisotropic sculpted prim meshes
2009-01-04 18:36:13 +00:00
Homer Horwitz
a72d3522ff
Slight optimisation: Don't check for duplication if we won't use the result anyway.
2008-12-31 20:09:17 +00:00
Homer Horwitz
4b760bba79
- Added the fixed Ode.NET.dll
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- Adapted code to match the corrected signatures
- Fixes Mantis #2934 . Hopefully.
Note: Physics on linked objects still don't work correctly:
It doesn't crash the region anymore, but the example object in
the mentioned mantis now falls through the ground.
2008-12-31 19:35:46 +00:00
Homer Horwitz
067a9f3d5f
Added a missing setMass for initializing the mass of prims
2008-12-31 19:35:33 +00:00
Justin Clarke Casey
e4c7bdc730
* Remove mono compiler warnings
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* Leaving the 23 warnings in ChildAgentDataUpdate.cs for Diva to look at
2008-12-30 20:48:31 +00:00
Jeff Ames
2be0f7a6f0
Update svn properties, minor formatting cleanup.
2008-12-30 01:08:07 +00:00
Teravus Ovares
6eed7fcd1e
* More NINJA Joint physics fixes from nlin.
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fixes mantis #2874
2008-12-28 16:30:00 +00:00
Teravus Ovares
b378bd33ad
* Fixes mantis #2922
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* Converts some C# 3.0 syntax into it's 2.0 equivalent so that Visual Studio 2005 can compile it successfully.
2008-12-27 00:17:08 +00:00
Teravus Ovares
ec2dc354b4
* Applying Nlin's NINJA Joint patch. v2. Mantis# 2874
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* Thanks nlin!
* To try it out, set ninja joints active in the ODEPhysicsSettings
and use the example at:
* http://forge.opensimulator.org/gf/download/frsrelease/142/304/demo-playground.tgz .
* Don't forget to change the .tgz to .oar and load it with load-oar.
2008-12-26 12:58:02 +00:00
Dahlia Trimble
8a86439985
Removed some debugging code that was inadvertently left in in my last commit :/
2008-12-22 07:25:41 +00:00
Dahlia Trimble
c66cfb51f7
Fix a floating point comparison that was causing some misshaped triangles on some prim faces
2008-12-22 06:07:51 +00:00
Charles Krinke
62dd67b8b8
Mantis#2796. Thank you kindly, Gerhard for a patch that addresses:
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On a call of llVolumeDetect(1) (or any other number !=0) volume
detection is enabled. Together with VD, the phantom flag is set to the GUI.
On a call of llVolumeDetect(0), vd detection is switched of again,
also the phantom state is removed. On a call to llSetState(STATE_PHANTOM,
false) while VD is active, also VD is switched off. The same is true for
unchecking the phantom flag via GUI. This allows to take back VD without
the need to script just by removing the phantom flag.
Things missing in this patch: persistance of the volume-detection flag.
This needs more discussion and will be included in another patch soon.
2008-12-20 21:36:42 +00:00
Dahlia Trimble
2537a4098a
Enabled complex meshing for simple box prims with non-zero shear
2008-12-18 17:53:38 +00:00
Justin Clarke Casey
ff7c8551ba
* remove mono compiler warnings
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* should work - the last compile failure looks like a random glitch...
2008-12-17 18:42:23 +00:00
Justin Clarke Casey
3b0db66b92
* Apply http://opensimulator.org/mantis/view.php?id=2775 with small tweaks
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* This pushes an identifier for the OpenSim scene to the physics scene. This allows log messages from the physics scene to identify which OpenSim scene they relate to.
* Thanks Gerhard
2008-12-15 18:39:54 +00:00
Teravus Ovares
8ad6f575eb
* Implements the torque/Rotational Impulse methods in the PhysicsAPI and the ODEPlugin and pipes them to their respective LSL method.
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* NBody will need to be updated, this is an API change. Torque property and AddAngularForce
2008-12-14 14:30:28 +00:00
Teravus Ovares
b5dec9a37f
* Added Avatar minimum size in the ODEPlugin and a stern warning about setting the capsule size too low in OpenSim.ini
2008-12-14 07:29:40 +00:00
Teravus Ovares
6f7a560c04
* A Few physical prim + linkset fixes. Prevent some crashes
2008-12-14 06:34:05 +00:00
Teravus Ovares
7f80eff067
* Committing a slightly distilled version of nlin's ODECharacter race condition eliminator.
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* The modifications that I made were only so that it didn't require changes to the public physics api.
2008-12-10 23:46:20 +00:00
Teravus Ovares
cb73cf1a92
* Fixes a few instances of llSetStatus with Axis lock gone wrong.
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* Sums up the masses of the objects within a physical linkset
2008-12-09 16:27:07 +00:00
Jeff Ames
3ba0bc8f44
Minor formatting cleanup.
2008-12-09 12:15:02 +00:00
Teravus Ovares
3844e73d27
* Gerhard's patch m2781. Does some initial work for setting up llVolumeDetect.
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* Warning! Physics API change. This means that the NBodySimulation needs to be updated!
* PhysicsActor -> void SetVolumeDetect(int) needs to go into classes that use PhysicsActor as their base class.
2008-12-09 11:11:16 +00:00
Dahlia Trimble
44d133da66
clean up some old debugging code
2008-12-09 08:17:31 +00:00
Teravus Ovares
e61dacb928
* Adds some rudimentary error handling to the physics debug drawstuff tool.
2008-12-08 07:19:26 +00:00
Teravus Ovares
76e1462dff
* Tweaks physics so that linked prim are a single body. This will make linked prim more stable and probably the last obstacle to vehicles physics wise.
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* Fixed a bug that caused physics proxies to be scattered when you link an object.
* Single physical prim work exactly the same as before, just linked physical prim will have changed.
2008-12-07 04:03:09 +00:00
Dr Scofield
bdffd56a45
killing warnings, reformatting RemoteAdminPlugin
2008-12-05 15:28:03 +00:00
Justin Clarke Casey
b4db3a550a
* Apply http://opensimulator.org/mantis/view.php?id=2750 with a small tweak.
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* Initializes ODE only when a scene is grabbed rather than on plugin load. This means we don't initialize ode if that physics engine is not used, and it allows other ode use
plugins to be used instead.
2008-12-04 20:29:34 +00:00
Jeff Ames
d324389dd9
Update svn properties.
2008-12-03 04:41:31 +00:00
idb
098f16fe31
Remove duplicated avatar height calculation in lsl functions.
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Use height calculation in Basic Physics and Physics of Simplicity so that avatars larger than the default walk with straight legs and shorter walk on the ground.
2008-12-01 00:49:36 +00:00
Dahlia Trimble
07ee2c3504
Revert r7548 and r7549 until someone with prebuild-fu can help structure the dependencies
2008-11-30 03:52:18 +00:00
Dahlia Trimble
37afd69feb
Removed remaining meshing code
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Add PrimMesher.dll r21
All meshing tasks are now passed through Meshmerizer and handled by PrimMesher.dll
2008-11-30 03:13:02 +00:00
Dahlia Trimble
fdd2388331
Update meshing code to sync with current PrimMesher.cs on forge.
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Migrate sculpt meshing code to primMesher version. This should result in more accurate physical sculpted prim proxies.
Remove much obsolete code from Region/Physics/Meshing
2008-11-29 11:02:14 +00:00
Justin Clarke Casey
b9c07730f5
* refactor: change some method names and doc in the physics plugin manager
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* move the directory choice for plugins outside into RegionApplicationBase
2008-11-20 19:52:55 +00:00
Justin Clarke Casey
d625095959
* Allow physics dlls to be loaded separately, rather than just the contents of bin/Physics
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* This is primarily to see if not loading ODE in the unit tests will allow them to proceed, though the option of separate loading is probably a good thing in itself
2008-11-20 18:28:30 +00:00
Justin Clarke Casey
81dcf223bf
* Add enough infrastructure code to run an extremely basic and flaky add root agent scene test
2008-11-20 16:58:40 +00:00
Melanie Thielker
6f0e068cf1
Guard against a strange nullref in ODE
2008-11-19 20:04:41 +00:00
Dahlia Trimble
a3f785e978
Changed sculpted prim texture scaling method to bilinear to reduce scaling artifacts
2008-11-16 00:24:10 +00:00
Justin Clarke Casey
a760586f26
* minor: remove mono compiler warnings
2008-11-14 20:15:22 +00:00
Justin Clarke Casey
cec112c87a
* refactor: as per a recent opensim-dev thread, rename InnerScene to SceneGraph to make it more descriptive of its intended function
2008-11-12 20:16:46 +00:00
Melanie Thielker
ce37b80c68
Thank you, idb, for a patch that fixes avatar height calculation
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Our feet will now be above ground
2008-11-10 01:28:37 +00:00
Charles Krinke
087d2f9147
Enabled SoftERP for the contact structure but not SoftCFM.
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A tube on a pole is a bit less "flubbery" so maybe this is
the right direction.
2008-11-09 20:20:20 +00:00
Charles Krinke
c6ed72b4fa
Clean up a few comments.
2008-11-09 18:43:46 +00:00
Charles Krinke
8ed4821c47
Clean up the mass < 0 logic a tiny bit when
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calculating mass.
2008-11-09 18:22:36 +00:00
Justin Clarke Casey
c6dad833f5
* minor: remove some mono compiler warnings
2008-11-06 21:01:16 +00:00
Justin Clarke Casey
9770cf778e
* minor: Make some 'startup config failed to load' log messages more consistent
2008-11-06 20:38:04 +00:00
Dahlia Trimble
5fffc04ae6
Add more vertex normals and UV coordinates. Sync with primmesher.dll forge project.
2008-11-05 10:22:41 +00:00
Charles Krinke
9299be0080
Revert last checkin. Avatars fall through non-physical prims now.
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There is more to the solution then just enabling soft_erp and
soft_cfm for all d.Contact cases.
2008-11-01 17:58:34 +00:00
Charles Krinke
1e376deedd
Added soft_cfm and soft_erp to the general "contact" initialization
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for physical prim interactions. They were not previously enabled
for prim-prim interactions.
2008-11-01 17:30:06 +00:00
Dahlia Trimble
5cf6a7f118
Viewer side normals and UV fixes on profile cuts. Sync with primmesher.dll forge project.
2008-10-29 09:47:45 +00:00
Justin Clarke Casey
7beeaf51f8
* minor: remove mono compiler warnings
2008-10-28 21:47:43 +00:00
Dahlia Trimble
ae5d92a167
some sorely needed extruder code simplification and refactoring, also some fixes to cut face UV coordinates
2008-10-28 08:57:15 +00:00
Justin Clarke Casey
754f6ba2a2
* minor: remove mono compiler warnings
2008-10-27 20:16:42 +00:00
Dahlia Trimble
3447bed8be
Add end faces when radius setting is non-zero
2008-10-24 23:37:09 +00:00
Justin Clarke Casey
c519b80680
* minor: eliminate some mono compiler warnings
2008-10-24 21:40:05 +00:00
Dahlia Trimble
71660003de
un-double-flipped some double-flipped normals in circular path prim end caps
2008-10-24 20:04:34 +00:00
Dahlia Trimble
a11fa9055a
Fixed a floating point error accumulation that was causing missing end faces on some twisted prims
2008-10-24 05:31:43 +00:00
Teravus Ovares
dfc12d591c
* Add a config option for filtering collisions. Sometimes, under load, this seems to cause bouncing on really thin flat prim.
2008-10-22 01:52:12 +00:00
Dahlia Trimble
931b04485d
More work in vertex normals and texture UVs. Syncing code with pyov.
2008-10-21 01:35:05 +00:00
Justin Clarke Casey
923f9fb749
* minor: remove mono warnings
2008-10-19 18:45:41 +00:00
Dahlia Trimble
b6396bc9a7
More progress towards implementing vertex normals - not complete yet.
2008-10-19 09:04:25 +00:00
Teravus Ovares
11fd935038
* Changed the dupe collision depth limiter to be slightly more restrictive. (less chance for a dupe)
2008-10-18 16:20:02 +00:00
Teravus Ovares
0916b38b83
* Fix an over compensation for bounciness on flat Primitive
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* Implement the linear impulse portion of llPushObject. We should have a lsl compatible implementation of that portion of the push. Angular.. well. still have yet to implement a torque accumulator.
* llPushObject respects the region and parcel settings for Restrict Push, it also respects GodMode as is defined in the LSL spec.
2008-10-17 23:19:00 +00:00
Teravus Ovares
a6df2011f7
* Adds a lot of stability and performance to the physics engine. The avatar bounces less and things are a bit less explosive.
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* Additionally, you can probably get more physical prim now together.. though, I think this puts us back on par with where we were in the beginning of the year on number of physical objects. Experiment. Make videos. Send Feedback. Enjoy.
2008-10-17 05:09:23 +00:00
Justin Clarke Casey
82b7374ed2
* minor: get rid of pointless ipeSender
2008-10-16 19:50:12 +00:00
Justin Clarke Casey
4df08aed30
* Apply http://opensimulator.org/mantis/view.php?id=2401
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* Removes spacers that are also separators in llParseString2List
* Thanks idb
2008-10-16 17:14:02 +00:00
Teravus Ovares
68d85497ad
* Releases the inter-region thread synchronization between physics in ODE on the same instance.
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* If you are hosting many regions on a single instance, you will probably notice a decrease in region startup time and maybe a slight increase in performance.
* Single regions won't notice anything different
2008-10-16 12:57:29 +00:00
Justin Clarke Casey
98245e4bfa
* minor: Oh go on, one more warning. Oooh, you are naughty
2008-10-15 20:46:39 +00:00
Justin Clarke Casey
b1248004f0
* minor: remove some warnings
2008-10-15 17:19:02 +00:00
Teravus Ovares
180e3de50f
* Cleaned up tons of code duplication in ODEPrim
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* Re-enabled the native ODE prim types when possible
* Fixed several invalid assumptions in the prim recycle process.
* Added better message for 'reused a disposed physicsactor'
* Added a way to recover from errors during collision_optimized
* Added a way to recover from an error condition where prim_geom wasn't reset properly
2008-10-14 02:48:30 +00:00
Dahlia Trimble
138a3924e0
Committing more work towards implementing vertex normals. Also added some (hopefully) helpful messages for identifying corrupt prims and some fixup code for corrupt profile cut data.
2008-10-13 22:52:39 +00:00
Teravus Ovares
f344f26bd8
* Based on user reports, it looks like the OS specific settings have been unified as far as tuning (thank heavens).
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* If you're experiencing knee bendiness try the windows settings, as the *nix settings seem to now be incorrect. (this update does that, but you may have your own opensim.ini settings active.
2008-10-13 01:54:13 +00:00
Teravus Ovares
2ede1a3ce7
* This updates ODE to the most up-to-date version as of today. 1558
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* Mac users, pray to chi11ken to make you a .dylib version
* This is semi-tuned and post teravus hack. (Though I didn't apply the terrain pitting fix hack. I'm still deciding if it's necessary as there was a lot of work over the past several months on the heightfield collider.
* Please use '--enable-shared --disable-demos --disable-asserts' if you are building your own libode in the configure step. Asserts are pretty much useless for use with .NET
* This also updates ODE.NET as, there were some API changes in May that were just added to ODE.NET today.
2008-10-12 23:47:39 +00:00
Dahlia Trimble
f2700590d7
removed some more extraneous hidden faces
2008-10-12 09:36:01 +00:00
Dahlia Trimble
116a08f42e
Fixed a missing face on a profile cut
2008-10-12 08:52:42 +00:00
Dahlia Trimble
216787ee1d
Optimization: calculation of profile vertex normals is now disabled as default.
2008-10-12 07:04:52 +00:00
Dahlia Trimble
09c8713801
Eliminate some unnecessary polygons
2008-10-11 00:30:27 +00:00
Justin Clarke Casey
dd886a035b
* minor: remove warnings
2008-10-10 21:05:44 +00:00
Dahlia Trimble
62f3e11b4e
Some more decrufting
2008-10-10 09:16:36 +00:00
Dahlia Trimble
726e0045d9
Some decrufting
2008-10-10 09:00:52 +00:00
Dahlia Trimble
7fbe942792
refactoring PrimMesher to add viewer compatable features and some code cleanup
2008-10-10 08:22:13 +00:00
Dahlia Trimble
979a354ba0
Cap proxy mesh scale minimum to 0.01 meter for X, Y, and Z terms.
2008-10-04 17:39:03 +00:00
Dahlia Trimble
cf9835130a
Square hollow size in cylinder meshes were a little too small - fixed.
2008-10-02 02:33:45 +00:00
Charles Krinke
6758ecc403
Implement the plumbing for llSetVehicleType from the LSL
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subroutine down through the physics modules through PhysActor
and SceneObjectPart. No connection to the physics simulators.
2008-09-28 22:38:59 +00:00
Charles Krinke
ebbbd37605
Added the plumbing for llSetVehicleRotationParam
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in the classes between the LSL implementation and the
underlying physics engines.
2008-09-28 21:53:56 +00:00
Charles Krinke
3747862999
Plumb the connection though from llSetVehicleVectorParam
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to the various physics engines. No connection to the
underlying physics simulator yet, just plumbing through
the various classes.
2008-09-28 20:20:32 +00:00
Charles Krinke
3397236c6c
Plumb the connection through from llSetVehicleFloatParam
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to the various physics engines. No connection to the
underlying physics simulator yet, just plumbing through
the various classes.
2008-09-28 18:36:30 +00:00
Dahlia Trimble
232aa783ad
Disabled use of ODE internal geometry to see if it affects the "waves finger" error
2008-09-22 02:33:48 +00:00
Dahlia Trimble
52af9b3fd7
ODE was using a box collision shape for some spheres - changed those cases to now use a mesh instead.
2008-09-21 08:12:52 +00:00
Jeff Ames
c8349e21c4
Update svn properties, minor formatting cleanup.
2008-09-21 02:41:22 +00:00
Dahlia Trimble
e6afb28355
re-enabled some ODE internal proxies for some simple prim types to try to save some more memory
2008-09-19 09:13:27 +00:00
Justin Clarke Casey
8ff1bc5b03
* Make the ode simulation update loop print out the stack if an exception occurs (at least, this is what will happen on linux)
2008-09-18 18:54:42 +00:00
Melanie Thielker
903fbd1f06
XEngine: fix collisions, add event coalescing for collision events.
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Fix a nasty concurrency issue that could cause a high event frequency
to start more than one thread pool job for a single script.
2008-09-18 18:50:39 +00:00
Jeff Ames
b4141f9e56
Formatting cleanup.
2008-09-13 22:07:07 +00:00
Dahlia Trimble
8a8b01d1b8
Circular path prim meshes are now joined where the path ends meet if they match. This may have a minor improvement in memory and speed performance, but it's mainly for viewer applications and it also syncs the c# version of PrimMesher with my python sandbox version.
2008-09-13 10:22:17 +00:00
Justin Clarke Casey
0dc1018ca1
* minor: Remove warnings
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* leaving in the ones to do with ScriptBase since these actually indicate coding bugs that I don't have the time/brainpower to fix at the moment
2008-09-12 21:20:24 +00:00
Dahlia Trimble
febb781779
remove hidden faces inside prim meshes to improve memory use and startup time
2008-09-12 19:42:26 +00:00
Jeff Ames
fae34bb10c
Update svn properties, formatting cleanup.
2008-09-09 01:26:48 +00:00
Teravus Ovares
7d89e12293
* This is the fabled LibOMV update with all of the libOMV types from JHurliman
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* This is a HUGE OMG update and will definitely have unknown side effects.. so this is really only for the strong hearted at this point. Regular people should let the dust settle.
* This has been tested to work with most basic functions. However.. make sure you back up 'everything' before using this. It's that big!
* Essentially we're back at square 1 in the testing phase.. so lets identify things that broke.
2008-09-06 07:52:41 +00:00
Dahlia Trimble
0fc618e7b2
Replaced a lot of trig calls with lookup tables for common prim types in an attempt to improve meshing speed.
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Added a new between points interpolation method to improve accuracy of profile cuts in triangle and square profile prims.
2008-09-05 16:38:51 +00:00
Dr Scofield
109aa00150
fix: PostInitialise() not being called on script engines (nasty one that)
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cleanup: warnings, readability
2008-09-02 12:07:23 +00:00
Dahlia Trimble
a5e7807612
Y top shear accuracy improvements in circular path prim meshes
2008-09-02 01:54:08 +00:00
Dahlia Trimble
f4035840d2
compensates profile placement effects of Y hole size on X top shear for circular path prim meshes
2008-09-01 08:19:47 +00:00