| Commit message (Collapse) | Author | Files | Lines |
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may colide with how meshs and sculpts are loaded. This needs a good revision..
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Revert " fix my bug on ChODE terrain heightmap build"
This reverts commit aa77d1d486f11da7dc841190f1ca85e085d0d648.
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Revert " fix the last fix. Regions are square but... Also remove the 0.5 offset in map position. It was apparently needed to fix we having nsamples = size and not size + 1."
This reverts commit 15bc539bd49e7a09c1ec6e539871cde5eee6032e.
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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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map position. It was apparently needed to fix we having nsamples = size and not size + 1.
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irreversible y-flip and holes in the map.
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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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My last fox that makes bumping into sim borders/bans work makes this spam
endlessly.
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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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