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authorTeravus Ovares2008-02-13 07:50:15 +0000
committerTeravus Ovares2008-02-13 07:50:15 +0000
commitd773ca514726d67d7f8092440484f27440459745 (patch)
tree9af8e68eb67c144735e7f773292df45c368218bd /OpenSim/Region/Physics/POSPlugin/POSPlugin.cs
parentClean up more unnecessary String.Format calls (diff)
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* Made physical prim stable enough for the general population to turn on. (though I still don't recommend it for welcome regions unless object build is off.
* Updated the ode.dll for windows with a more reasonable stack space reserve. Linux users will need to type ulimit -s 262144 before starting up OpenSimulator if using Physical Prim to protect against stack collisions. or run the included ./bin/opensim-ode.sh to start up OpenSimulator in ODE mode. * Added internal collision score and am keeping track of 'high usage' prim. * Tweaked collisions some more * Tested up to 460 physical prim in extremely close quarters (which was previously impossible in OpenSim). After 460 in tight quarters, physics slows down enough to make it hard to do any moving, however.. non physics things still work, such as logging on to the simulator, etc.
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Physics/POSPlugin/POSPlugin.cs10
1 files changed, 10 insertions, 0 deletions
diff --git a/OpenSim/Region/Physics/POSPlugin/POSPlugin.cs b/OpenSim/Region/Physics/POSPlugin/POSPlugin.cs
index 079e66a..5b132cf 100644
--- a/OpenSim/Region/Physics/POSPlugin/POSPlugin.cs
+++ b/OpenSim/Region/Physics/POSPlugin/POSPlugin.cs
@@ -446,6 +446,11 @@ namespace OpenSim.Region.Physics.POSPlugin
446 set { _target_velocity = value; } 446 set { _target_velocity = value; }
447 } 447 }
448 448
449 public override float CollisionScore
450 {
451 get { return 0f; }
452 }
453
449 public override Quaternion Orientation 454 public override Quaternion Orientation
450 { 455 {
451 get { return Quaternion.Identity; } 456 get { return Quaternion.Identity; }
@@ -579,6 +584,11 @@ namespace OpenSim.Region.Physics.POSPlugin
579 set { _velocity = value; } 584 set { _velocity = value; }
580 } 585 }
581 586
587 public override float CollisionScore
588 {
589 get { return 0f; }
590 }
591
582 public override Quaternion Orientation 592 public override Quaternion Orientation
583 { 593 {
584 get { return _orientation; } 594 get { return _orientation; }