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path: root/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs (follow)
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* * Removed the noise from the console. The last commit seems to have ↵Teravus Ovares2008-02-141-5/+2
| | | | resolved the recent reports of 'argument not a space' on linux. Though, there were about 50 changes :D
* * Another ODE Stability update. This might fix the recent Linux issues ↵Teravus Ovares2008-02-141-36/+135
| | | | with the ODEPlugin.
* * ODE - This fixes a few things and breaks a few more.Teravus Ovares2008-02-141-7/+15
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* Cleaned up some typos.Jeff Ames2008-02-141-1/+1
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* * Bigisn ODE Stability update 2Teravus Ovares2008-02-141-6/+37
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* * Bigish ODE stability Update. Run PrebuildTeravus Ovares2008-02-131-88/+150
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* * This fixes mantis 553 (It appears that the exception is thrown when there ↵Teravus Ovares2008-02-131-1/+1
| | | | is a collision with a cylinder that is both hollowed and either tapered or cut. The sequence of actions that reproduce the problem for me are: create a cylinder, hollow to 95%, taper X/Y, then collide it with another object or avatar. Note that the cylinder itself is not marked physical. )
* * Removed a debug line that got called every frame.Teravus Ovares2008-02-131-1/+1
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* * Made physical prim stable enough for the general population to turn on. ↵Teravus Ovares2008-02-131-8/+40
| | | | | | | | | | (though I still don't recommend it for welcome regions unless object build is off. * Updated the ode.dll for windows with a more reasonable stack space reserve. Linux users will need to type ulimit -s 262144 before starting up OpenSimulator if using Physical Prim to protect against stack collisions. or run the included ./bin/opensim-ode.sh to start up OpenSimulator in ODE mode. * Added internal collision score and am keeping track of 'high usage' prim. * Tweaked collisions some more * Tested up to 460 physical prim in extremely close quarters (which was previously impossible in OpenSim). After 460 in tight quarters, physics slows down enough to make it hard to do any moving, however.. non physics things still work, such as logging on to the simulator, etc.
* * Physical prim cross borders and continue from where the left off on the ↵Teravus Ovares2008-02-121-6/+38
| | | | other side now, assuming the region on the other side has physical prim enabled.
* * A bunch of updates to make things more smooth.Teravus Ovares2008-02-121-8/+32
| | | | | | | | | | | ** Sending the actual TimeDilation to the client now instead of the 62455 constant. The client is *supposed* to use that value to sync with the simulator. (actually sending ushort.maxvalue * TimeDilation) ** Disabling prim that inter-penetrate instead of just not attaching a joint ** Reduced prim spin a 'little' bit, but not *enough* ** Tweaked the TimeDilation algorithm to be closer to 1.0 by default and various changes to the sim stats reporter ** Created a .SetValues method to PhysicsVector so we can simply call the setvalues function instead of .x, .y, .z sets. ** Experimented with a .GetBytes Method on PhysicsActor to be able to use the LLVector3.FromBytes() method. ** Upped the Inter-penetration depth to 0.25 instead of .08.
* * This resolves the null exceptions when a script is manipulating a physical ↵Teravus Ovares2008-02-121-0/+2
| | | | object in ODE and you delete the object. The script is still running and trying to add force, but the object reference is null.
* * um, Prim crossings? Experimental.Teravus Ovares2008-02-111-0/+1
| | | | | * Backup your database just in case.
* * Adds Top Shear support to the Meshmerizer for the Cube prim and the ↵Teravus Ovares2008-02-091-0/+5
| | | | Cylinder prim.
* * Tweaked timing of rapid mesh requests. Helps a race condition.Teravus Ovares2008-02-091-2/+13
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* * This update adds limited support for Cylinder meshed prim in the ↵Teravus Ovares2008-02-081-0/+12
| | | | Meshmerizer plugin. (Limited because path cut is wrongly offset and while Hollowing works, you can walk through the inside wall.)
* Converted logging to use log4net.Jeff Ames2008-02-051-4/+6
| | | | | | Changed LogBase to ConsoleBase, which handles console I/O. This is mostly an in-place conversion, so lots of refactoring can still be done.
* * Experimental ODE Update to make ODE more stableTeravus Ovares2008-01-301-3/+25
| | | | | * WARNING: This update will break *nix support. Will be restored in the next revision
* * Implemented grab and throw in ODE. It's a little strong still so toss ↵Teravus Ovares2008-01-291-0/+11
| | | | gently at first to test the waters or you'll lose prim to the pit at the edge of the sim. Make sure the object is physical before trying to toss it or it'll just move to the new location.
* * When Scene loads, added a platform string print out for testing purposes. ↵Teravus Ovares2008-01-231-1/+1
| | | | Anyone on Debian want to run this revision and send me back the two platform lines? It would be helpful.
* Giving Mantis 393 a shot (not enough info to really know for sure though).Teravus Ovares2008-01-221-2/+18
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* * Announcing the alternative prim early adoption program.. Adding regular ↵Teravus Ovares2008-01-191-3/+88
| | | | | | | spheres to the physical prim mix. * Be advised.. these are not ellipsoids.. these are spheres.
* * Added llApplyImpulse in the global frame. The object must be physical ↵Teravus Ovares2008-01-171-0/+31
| | | | before this'll do anything. Be careful with this function as it's easy to loose prim.
* * First pass at collidable linksetsTeravus Ovares2008-01-141-1/+3
| | | | | | | | | * There will be bugs, you can count on that. To avoid them, set the linksets phantom * After region restart, the linksets restore in a non collidable state. * Linksets can but shouldn't be made physical with the physical checkbox or when you unlink them, they tend to explode. * After creating a linkset, you have to move the linkset or set it phantom and not phantom for it to become collidable. * There's a few ParentGroup references that need to be refactored.
* * Optimized usingslbsa712007-12-271-97/+78
| | | | | | | * shortened references * Removed redundant 'this' * Normalized EOF
* * This update includes a wide range of changes to the ODEPlugin for avatar ↵Teravus Ovares2007-12-261-8/+0
| | | | | | | | | | 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.
* * ODE: now using the 10.00000638 density value on prim.Teravus Ovares2007-12-241-12/+30
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* * Re-did the mass calculations in ODE for Prim Teravus Ovares2007-12-191-6/+118
| | | | | | | * 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.
* added copyright noticesJeff Ames2007-12-111-0/+28
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* keeping opensim safe for children -- made some namespace references less ↵Jeff Ames2007-12-041-19/+3
| | | | explicit
* set svn:eol-styleJeff Ames2007-12-041-686/+686
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* * Split out the ODEPlugin Nested classes.Teravus Ovares2007-12-041-0/+686