| Commit message (Collapse) | Author | Age | Files | Lines |
... | |
| |
|
|
|
|
|
| |
* Sums up the masses of the objects within a physical linkset
|
|
|
|
|
|
| |
* Warning! Physics API change. This means that the NBodySimulation needs to be updated!
* PhysicsActor -> void SetVolumeDetect(int) needs to go into classes that use PhysicsActor as their base class.
|
|
|
|
|
|
|
|
| |
linked prim more stable and probably the last obstacle to vehicles physics wise.
* Fixed a bug that caused physics proxies to be scattered when you link an object.
* Single physical prim work exactly the same as before, just linked physical prim will have changed.
|
|
|
|
|
| |
calculating mass.
|
|
|
|
|
|
|
|
| |
the same instance.
* If you are hosting many regions on a single instance, you will probably notice a decrease in region startup time and maybe a slight increase in performance.
* Single regions won't notice anything different
|
|
|
|
|
|
|
|
|
| |
* Re-enabled the native ODE prim types when possible
* Fixed several invalid assumptions in the prim recycle process.
* Added better message for 'reused a disposed physicsactor'
* Added a way to recover from errors during collision_optimized
* Added a way to recover from an error condition where prim_geom wasn't reset properly
|
|
|
|
|
|
| |
subroutine down through the physics modules through PhysActor
and SceneObjectPart. No connection to the physics simulators.
|
|
|
|
|
|
| |
in the classes between the LSL implementation and the
underlying physics engines.
|
|
|
|
|
|
|
| |
to the various physics engines. No connection to the
underlying physics simulator yet, just plumbing through
the various classes.
|
|
|
|
|
|
|
| |
to the various physics engines. No connection to the
underlying physics simulator yet, just plumbing through
the various classes.
|
| |
|
|
|
|
| |
save some more memory
|
|
|
|
|
|
|
| |
Fix a nasty concurrency issue that could cause a high event frequency
to start more than one thread pool job for a single script.
|
|
|
|
|
|
|
| |
* This is a HUGE OMG update and will definitely have unknown side effects.. so this is really only for the strong hearted at this point. Regular people should let the dust settle.
* This has been tested to work with most basic functions. However.. make sure you back up 'everything' before using this. It's that big!
* Essentially we're back at square 1 in the testing phase.. so lets identify things that broke.
|
|
|
|
| |
save memory
|
|
|
|
| |
inadvertently disabled in a prior modification (oops) :)
|
|
|
|
| |
llSetForce() should behave identical to the Linden implementation now.
|
|
|
|
| |
units may not match the Linden implementation.
|
|
|
|
| |
has the same logic and obsoletes the need for it.
|
|
|
|
|
|
|
| |
Small prims now get a full mesh if they are physical
Fixed a logic bug that was preventing many prim meshes from having excess memory cleaned up
Switched to more conservative method of vertex and triangle list trimming to prevent possible crash
|
|
|
|
| |
status to mesher
|
|
|
|
|
|
| |
* commenting out unused variables
|
|
|
|
| |
therefore; fix to: 0001058: Physics crash when changing Type of Prim intersecting with ground.
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
|
| |
added 44 configurable options!
* This includes if you want to mesh sculpties and the Level of detail on the sculptie meshing for non physical and a separate LOD on physical sculpties.
* The options range from gravity.. to avatar movement speed, to friction management.. to object density.. to update throttling.
|
| |
|
|
|
|
|
| |
* Some will do cool things, some will make your scene explode dramatically if you're not careful.
|
| |
|
|
|
|
| |
not the attachment.
|
|
|
|
|
| |
* Nothing user facing yet.
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
and detach from inventory.
* Detaching from right clicking in world, detaches to your inventory.
* If you go up to a prim and attach it from in world, it appears in your inventory.
* Attachment placement is saved when you detach them.
* Choosing wear remembers your last attachment point from inventory.
* Wrote a method to update an inventory item's asset and sends the updated inventory item to the Client
* Wrote a recursive method to find the folder of a known existing inventory item.
* Removed a block on physics object position on creation. This might crash a region or two, let us know via Mantis if your region crashes because of a physics out of bounds error.
* Drop doesn't work. The menu item doesn't even come up. Don't know why :P.
|
|
|
|
| |
overshoot the target.
|
|
|
|
|
|
|
|
|
| |
* Your friends can see your attachments now. People who appear in the sim after you've attached something can also see your attachments.
* You can position & rotate your attachments now. Positions do *not* save.
* You can detach attachments now the regular way.
* Attachments do not cross into other regions with you..(this isn't too far off)
* Updated ODE to not request terse updates on child prim.
|
|
|
|
|
|
|
|
| |
* Currently if you apply that to only one or two axis you get unpredictable and sometimes explosive results.
* Three axis works well enough to play with it anyway. More work is needed here.
* Fixed an incorrectly named method in ODE.NET
|
|
|
|
| |
(this took a while to run).
|
| |
|
| |
|
|
|
|
|
|
|
| |
* It doesn't generate at_target events, because they don't exist yet in the script engine.
* The Tau is different, however, compatible with scripts I tested.
* Not perfect... but pretty good.
|
| |
|
| |
|
|
|
|
|
| |
* Added support for LSL llGetOmega (Rotational/Angular Velocity)- ODEPlugin is the only physics plugin that reports it.
|
|
|
|
|
|
|
|
|
| |
* Added osSetPrimFloatOnWater(BOOL) to make Physical prim float at the water level.
* osSetPrimFloatOnWater(TRUE); or osSetPrimFloatOnWater(FALSE);
* By default, prim do not float at the water level.
* More work is needed on the floating, but it's a start.
|
|
|
|
|
| |
* Added WaterLevel support to the ODEPlugin. More on this later.
|
|
|
|
|
| |
* Everyone try to push a physical prim across a region border now.
|
|
|
|
|
|
| |
* More cleanup
* Less noise
|
|
|
|
|
|
|
|
|
| |
Collision Space Crash'
* Added: Console comment: [PHYSICS]: The scene reused a disposed PhysActor! *waves finger*, Don't be evil.
|