| Commit message (Collapse) | Author | Age | Files | Lines |
... | |
| |
|
| |
|
|
|
|
|
|
|
|
| |
* Set the avatar's radius to 0.37m, I think this gives the *best* balance between spaces the avatar can fit, and the ability to climb steps
* Fixed a few things
* Tweaked some more
* Played with gravity (-9.8m/s)
|
|
|
|
|
|
|
| |
* Cleaned up copyright notices in AssemblyInfo.cs's
* Added Copyright headers to a bunch of files missing them
* Replaced several common string instances with a static constant to prevent reallocation of the same strings thousands of times. "" -> String.Empty is the first such candidate.
|
|
|
|
|
|
|
| |
* Did some goofy math undoing in the Sim Stats Reporter
* More reduction to the amount of calls per second to UnManaged ODE code
* Added a significant amount of comments to ODE
|
|
|
|
|
| |
* Border crossings within the same opensim instance seem better.
|
|
|
|
|
|
|
| |
and then patch these changes back in. Currently it's not quite ready for 0.5. The down side to this action, is that we loose some performance to the garbage collector for now. Given that the target date for 0.5 is *Two days* from now, I'm taking the initiative to work towards a real stable version.
* This update also fixes scripting and some weird physics reactions
|
|
|
|
|
|
|
| |
* shortened references
* Removed redundant 'this'
* Normalized EOF
|
|
|
|
|
|
|
|
|
|
| |
movement, including:
** - avatar can navigate stairs better now
** - avatar can land without shooting into the air
** - excessive collisions with the ground are tempered somewhat and should only shoot the avatar up 20m instead of 200m
** - Try Catched a TextureDownloadModule.cs array out of bounds error with a report that causes it not to crash the sim, however it reports a few important items for tracking it down.
|
|
|
|
|
| |
* Condensed 8 calls to unmanaged code in ODE down to 1
|
|
|
|
|
| |
* Craggy terrain mishandling by ODE still occasionally causes point bounciness
|
|
|
|
|
|
|
|
| |
* Fixes:
* -- duplicating Active physical object causes objects to explode in opposite directions
* -- Rezzing objects too close to you avatar causes avatar to shoot around in odd directions
* Vanity
|
|
|
|
|
|
|
| |
* Exposed the mass as a PhysicsActor read only property (so scripts can get at it - hint hint -)
* Hollow and Path Cuts affect the prim mass (all Hollow Types are supported in this calculation (sphere,square,triangle))
* Prim no longer sink into the ground.
|
|
|
|
|
|
|
| |
circumstances.
* This allows collisions with other avatar and prim with a velocity greater then 0 to push avatar around.
|
| |
|
|
|
|
| |
explicit
|
| |
|
| |
|
|
|