| Commit message (Collapse) | Author | Files | Lines |
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on physical prims) so SOG can do the total add. (ubitODE as more code to use a simpler terrain geom on a modified ode lib but should do autodetect and work with normal lib).
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may colide with how meshs and sculpts are loaded. This needs a good revision..
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They will not colide if non-physical and Will collide with land if physical. assume UNTESTED
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when fixed right.
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Removed also LOD, and outerskin on colision meshs.
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data.
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serializer, tried to control m_dupeInProgress
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like still broken
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movement and colisions. Base code must do a PhysActor.CrossingFailure() to make it move again inside sim or delete it.
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movement and colisions. Base code must do a PhysActor.CrossingFailure() to make it move again inside sim or delete it.
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This reverts commit bb402d0d95c934fbcd8b1c03e228ec1d0a14f14d.
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sit positions >= 0.1M; Add llLookAt(); Comment out spammy bad adjacent sim message.
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the prim as "mesh failed" so it doesn't try meshing continuously
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occasional collision event failure. ChOde only.
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'fence' option to prevent physical objects crossing region border.
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associated methods.
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