Commit message (Collapse) | Author | Age | Files | Lines | ||
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| | * | | fix the 'fix' | UbitUmarov | 2012-12-13 | 1 | -2/+2 | |
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| | * | | fix coment out code not in use | UbitUmarov | 2012-12-13 | 1 | -2/+2 | |
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| | * | | FIX small avatars movement on terrain. (avatar appearance getting even | UbitUmarov | 2012-12-13 | 2 | -5/+39 | |
| | | | | | | | | | | | | | | | | more messy) | |||||
| | * | | add a Check method to flotsamAssetCache, so to check if a asset is in | UbitUmarov | 2012-12-13 | 7 | -20/+151 | |
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | cache without actually loading it. Make use limited use of it in avatarfactory textures check. Also on llclientview HandleAgentTextureCached that now should work. Other asset cache modules for now will return false, so are broken. baked textures logic still unchanged. *UNTESTED* | |||||
| | * | | make ubitODE ignore X and Y rotation components on avatar rotations | UbitUmarov | 2012-12-11 | 1 | -14/+37 | |
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| | * | | changes on the fast speed avatars collider, collisions from above, etc | UbitUmarov | 2012-12-11 | 1 | -62/+64 | |
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| | * | | Merge branch 'avination' into ubitwork | UbitUmarov | 2012-12-11 | 1 | -1/+1 | |
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| | * | | | fix let other phys plugins work.. broken when added feetOffset | UbitUmarov | 2012-12-11 | 3 | -13/+8 | |
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| | * | | | missing files remove some warnings... | UbitUmarov | 2012-12-11 | 3 | -4/+3 | |
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| | * | | | missing file | UbitUmarov | 2012-12-11 | 1 | -0/+9 | |
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| | * | | | a few more changes on avatar collider | UbitUmarov | 2012-12-11 | 2 | -299/+363 | |
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| | * | | | typo fix | UbitUmarov | 2012-12-10 | 1 | -2/+3 | |
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| | * | | | add velocityinterpolator packets handling but actually do nothing, since | UbitUmarov | 2012-12-09 | 1 | -1/+27 | |
| | | | | | | | | | | | | | | | | | | | | they don't do what i was looking for. | |||||
| | * | | | add some default size setting and checks | UbitUmarov | 2012-12-07 | 3 | -4/+28 | |
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| | * | | | revert the use of avatar skeleton and use avatar size provided by viewers, | UbitUmarov | 2012-12-07 | 8 | -313/+62 | |
| | | | | | | | | | | | | | | | | | | | | since at least for now seems good enought | |||||
| | * | | | create a new ode character also with the new information | UbitUmarov | 2012-12-07 | 4 | -5/+26 | |
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| | * | | | calculate avatar size on tps | UbitUmarov | 2012-12-07 | 1 | -2/+3 | |
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| | * | | | *TEST* Use new avatar size in ubitODE. | UbitUmarov | 2012-12-07 | 6 | -6/+68 | |
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| | * | | | fix regression | UbitUmarov | 2012-12-07 | 1 | -2/+2 | |
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| | * | | | *TEST* add some avatar skeleton information and use it to calculate avatar | UbitUmarov | 2012-12-07 | 3 | -4/+336 | |
| | | | | | | | | | | | | | | | | | | | | height and bounding box. Change LSL acording. | |||||
| | * | | | avatar collision plane send to viewer is only relative to feet. change | UbitUmarov | 2012-12-05 | 4 | -105/+85 | |
| | | | | | | | | | | | | | | | | | | | | avatar collider, just rounding the boxes, etc | |||||
| | * | | | move characters (avatars) to own collision space, also fixing a problem | UbitUmarov | 2012-12-04 | 3 | -14/+47 | |
| | | | | | | | | | | | | | | | | | | | | with previus code that was still assuming the avatar is g2 | |||||
| | * | | | raise standing avatar a bit to reduce knees bending on some collisions. | UbitUmarov | 2012-12-04 | 1 | -4/+4 | |
| | | | | | | | | | | | | | | | | | | | | reduce head size a bit | |||||
| | * | | | Merge branch 'avination' into ubitwork | Melanie | 2012-12-03 | 7 | -108/+384 | |
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| | * \ \ \ | Merge branch 'avination' into ubitwork | UbitUmarov | 2012-12-01 | 1 | -0/+3 | |
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| | * | | | | | don't zero constant force and torque in selection | UbitUmarov | 2012-11-24 | 1 | -6/+6 | |
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| | * | | | | | avoid potencial NullReferenceException | UbitUmarov | 2012-11-24 | 1 | -2/+5 | |
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| * | | | | | | Prevent a failed user relogi from throwing exceptions in poll services | Melanie | 2012-12-14 | 2 | -2/+2 | |
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| * | | | | | Check database for root prim IDs only to try and get a handle on prim loss | Melanie | 2012-12-09 | 1 | -1/+1 | |
| | |_|/ / | |/| | | | | | | | | | | | | | once and for all. | |||||
| * | | | | *TEST* diferent avatar collider | UbitUmarov | 2012-12-03 | 3 | -103/+350 | |
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| * | | | | fix vertex rounding direction | UbitUmarov | 2012-12-03 | 1 | -1/+8 | |
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| * | | | | *TEST* reduce all mesh vertices resolution to 1e-5. This reduces number | UbitUmarov | 2012-12-03 | 1 | -0/+16 | |
| | | | | | | | | | | | | | | | | | | | | of unique vertices only originated by math errors in PrimMesher | |||||
| * | | | | adjust avatar standing Z position | UbitUmarov | 2012-12-03 | 1 | -5/+11 | |
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| * | | | | Add a transaction ID to the money module path for llTransferLindenDollars | Melanie | 2012-12-03 | 3 | -4/+4 | |
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* | | | | Merge branch 'master' into careminster | Melanie | 2012-12-18 | 8 | -41/+61 | |
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| * | | | Merge branch 'master' of ssh://opensimulator.org/var/git/opensim | Justin Clark-Casey (justincc) | 2012-12-17 | 5 | -37/+28 | |
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| | * | | | BulletSim: apply friction to linear and angular motion before returning ↵ | Robert Adams | 2012-12-17 | 3 | -14/+2 | |
| | | | | | | | | | | | | | | | | | | | | advanced motor value. This seems to be the problem with BulletSim vehicles turning too quickly. Also removed the configuration parameter that controlled the timestep scaling kludge for angular velocity that was added to research the question of quick turning. | |||||
| | * | | | BulletSim: fix vehicles going underground when unsat. Problem was that, when ↵ | Robert Adams | 2012-12-17 | 4 | -29/+32 | |
| | | | | | | | | | | | | | | | | | | | | doing unsit, the order of operations on the prims and the vehicle is very chaotic and not in a good order so the root prim was being left physical and thus it fell for a bit. Also changed default of velocity scaling to be closer to the movement standard. | |||||
| * | | | | Extend default 1 second wait for event completion to other thread script ↵ | Justin Clark-Casey (justincc) | 2012-12-17 | 3 | -4/+33 | |
| |/ / / | | | | | | | | | | | | | | | | | | | | | | | | | | | | | reset (as called by llResetOtherScript()). As with script stop (via llDie()) aborting other scripts event threads, llResetOtherScript() can also abort any current event thread on another script. On mono 2.6, 2.10 and possibly later this may cause locking problems in certain code areas. This commit reuses the recently introduced [XEngine] WaitForEventCompletionOnScriptStop to make this a 1 sec timeout, rather than 0 secs. | |||||
* | | | | Merge branch 'master' into careminster | Melanie | 2012-12-18 | 12 | -129/+215 | |
|\ \ \ \ | |/ / / | | | | | | | | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | |||||
| * | | | BulletSim: fix vehicles being shot in the air at border crossings because of ↵ | Robert Adams | 2012-12-16 | 1 | -2/+5 | |
| | | | | | | | | | | | | | | | | mis-application of correction to postion for below groundness. | |||||
| * | | | BulletSim: add parameter to UpdateProperties call into the linkset so ↵ | Robert Adams | 2012-12-16 | 6 | -36/+65 | |
| | | | | | | | | | | | | | | | | changes from the physics engine can be differentiated from changes made by the user. This eliminates a linkset rebuild loop. Also add logic to not rebuild or freak out when the object/linkset crosses a terrain boundry. | |||||
| * | | | BulletSim: add even more to the TODO list. | Robert Adams | 2012-12-16 | 1 | -4/+27 | |
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| * | | | BulletSim: add check for border crossing in character position sanity check. | Robert Adams | 2012-12-16 | 1 | -2/+10 | |
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| * | | | BulletSim: refactor to combine common terrain height testing code. Add ↵ | Robert Adams | 2012-12-16 | 1 | -38/+48 | |
| | | | | | | | | | | | | | | | | function to test if a position is over known terrain. | |||||
| * | | | BulletSim: experimentally remove unit displacement from prim border crossing ↵ | Robert Adams | 2012-12-16 | 1 | -2/+13 | |
| | | | | | | | | | | | | | | | | test. This seems to cause border crossing to be sensed either a little early or a little late depending on which directin the object is moving. If border crossings become totally borked or someone remembers why this was displacement was done, revert this change. | |||||
| * | | | Add stack dump function that takes an alternate printer outter. I've found ↵ | Robert Adams | 2012-12-16 | 1 | -1/+7 | |
| | | | | | | | | | | | | | | | | that log4net can be slowish so, if one is generating A LOT of debug output, alternate printers are better | |||||
| * | | | BulletSim: remove some errors on shutdown by moving terrain destruction ↵ | Robert Adams | 2012-12-16 | 2 | -3/+16 | |
| | | | | | | | | | | | | | | | | until after physical object destruction. TerrainManager also made disposable and that feature used. | |||||
| * | | | BulletSim: rip out old code for linkset child position fetching. BulletSim ↵ | Robert Adams | 2012-12-16 | 5 | -45/+31 | |
| | | | | | | | | | | | | | | | | doesn't need to do that bookkeeping because SOG/SOP already does it. | |||||
* | | | | Merge branch 'master' into careminster | Melanie | 2012-12-16 | 43 | -533/+1160 | |
|\ \ \ \ | |/ / / | | | | | | | | | | | | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/SceneObjectPart.cs OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs |