| Commit message (Collapse) | Author | Age | Files | Lines |
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Conflicts:
OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
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invisible barriers in sculptie doorways (Mantis 6529).
Bump up level-of-detail for physical meshes to 32 (the max). This
fixes the invisible barriers that showed up in prim cut arches.
NOTE: the default LOD values are removed from OpenSimDefaults.ini.
If you don't change your OpenSimDefaults.ini, you will continue
to see the arch problem.
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Conflicts:
OpenSim/Data/MySQL/MySQLSimulationData.cs
OpenSim/Framework/Servers/VersionInfo.cs
OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
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This is mostly Bluewall's work but I am also bumping the general version number
OpenSimulator 0.7.5 remains in the release candidate stage.
I'm doing this because master is significantly adding things that will not be in 0.7.5
This update should not cause issues with existing external binary DLLs because our DLLs do not have strong names
and so the exact version match requirement is not in force.
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Conflicts:
OpenSim/Region/Physics/Manager/IMesher.cs
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mesh caching. Since BulletSim caches and tracks the unmanaged memory version of meshes, the Meshmerizer itself does not need to cache built meshes once BulletSim has made the physical proxy mesh.
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Conflicts:
OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
OpenSim/Region/Physics/Meshing/Meshmerizer.cs
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ODEPrim, for instance, always hits this code path twice at the moment
Firstly before any sculpt data has been loaded (hence the spurious message)
Secondly when any sculpt data has been loaded or failed to load (when the message would be valid).
Hence comment this out and rely on the message in ODEPrim.MeshAssetReceived() instead
(though this is not ideal since it requires all physics plugins to copy/paste similar code).
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previus expire (assumed done only once at startup). File 'cntr' on cache
folder stores time. Deleting it will force a skip on expire. Default time
is 48hours before previus startup to account for failed ones etc.
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Conflicts:
OpenSim/Region/Physics/Meshing/Meshmerizer.cs
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including unmanaged memory allocations (allocated by managed code)
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Conflicts:
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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sliced linear prims. Addresses Mantis #6085
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an asset is damaged so it should not spew red ink.
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it also to original mesher code and zeromesher
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Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
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Conflicts:
OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs
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textures with alpha channel work. On linux J2DecodeCache folder must be deleted to remove bad entries. Corrently this can't be cached on linux (mono/ cairo/? problem)
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was generated for a mesh
Also adds prim name to the "no asset data" error log message
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struct
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PrimitiveBaseShape
Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
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vertices in generated prim meshes
Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
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it's own method.
fix build break.
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into a separate method, in order to make the code more readable.
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data fails.
This is to address http://opensimulator.org/mantis/view.php?id=5612
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Addresses http://opensimulator.org/mantis/view.php?id=5584
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generation" message.
Can probably comment out this message soon, once a few other issues are tidied up.
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Unable to get to the bottom of why resizing a mesh fails to properly reset the physics proxy, when toggling phantom does
After a mesh is generated, the existing sculptdata is set to zero in PrimitiveBaseShape to save memory
When phantom is toggled, the sculptdata is regenerated before remeshing.
But on resize, the sculptdata is not regenerated.
So clearly, resetting sculptdata is possible, but haven't quite been able to pin down how this is being done when phantom is toggled.
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CraeteMeshFromPrimMesher() method
Also remove some of the logging spam left in from the last commit.
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As per http://wiki.secondlife.com/wiki/Mesh/Mesh_Asset_Format, some submesh blocks may just have the flag "NoGeometry" to signal that they provide no mesh data.
If a block contains this, ignore it for meshing purposes rather than suffer a ClassCastException
This fixes physics proxy meshing, so you can now walk through mesh doorways, properly stand on the trailer of mesh trucks, etc.
To get mesh physics proxy, the UseMeshiesPhysicsMesh must be true in a [Mesh] config section in OpenSim.ini (example in OpenSimDefaults.ini).
Convex hull physics not currently supported.
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Fix an invalid cast exception while decoding new mesh asset format.
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for physics mesh
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