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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/PhysXPlugin/PhysXPlugin.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 'OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs')
-rw-r--r--OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs10
1 files changed, 10 insertions, 0 deletions
diff --git a/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs b/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs
index 509bdfa..ad18507 100644
--- a/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs
+++ b/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs
@@ -325,6 +325,11 @@ namespace OpenSim.Region.Physics.PhysXPlugin
325 set { _velocity = value; } 325 set { _velocity = value; }
326 } 326 }
327 327
328 public override float CollisionScore
329 {
330 get { return 0f; }
331 }
332
328 public override bool Kinematic 333 public override bool Kinematic
329 { 334 {
330 get { return false; } 335 get { return false; }
@@ -503,6 +508,11 @@ namespace OpenSim.Region.Physics.PhysXPlugin
503 set { _velocity = value; } 508 set { _velocity = value; }
504 } 509 }
505 510
511 public override float CollisionScore
512 {
513 get { return 0f; }
514 }
515
506 public override bool Kinematic 516 public override bool Kinematic
507 { 517 {
508 get { return _prim.Kinematic; } 518 get { return _prim.Kinematic; }