| Commit message (Collapse) | Author | Age | Files | Lines |
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object types in the drop down on the object tab. Positive tapers are slightly incorrect(prim sinks into ground a tiny bit). Everything else that's supported works as expected. Hollow, cut, negative tapers, top shear.
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got a solution for you! For a limited time, you can be the right height after border crossings automatically. Just three easy payments of $9.95 and make sure your neighbor is sending child agent updates!
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* Fixed a deadlock when there is an exception in the collision and stepping parts of Simulate.
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* Changed the way meshing requests get sent to the ODEPlugin
* Numerous other fixes
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* Converted all instances of "256" spotted to use RegionSize instead. Some approximations used for border crossings (ie 255.9f) are still using that value, but should be updated to use something based on RegionSize.
* Moving Terrain to a RegionModule, implemented ITerrainChannel and TerrainModule - nonfunctional, but will be soon.
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resolved the recent reports of 'argument not a space' on linux. Though, there were about 50 changes :D
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with the ODEPlugin.
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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. )
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(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.
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** 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.
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object in ODE and you delete the object. The script is still running and trying to add force, but the object reference is null.
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* In ODE, disposing of all of the ODE objects and the ODE World to reclaim memory when the simulator restarts.
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Cylinder prim.
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you tapered if you didn't have a cut or a hollow.
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Meshmerizer plugin. (Limited because path cut is wrongly offset and while Hollowing works, you can walk through the inside wall.)
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Changed LogBase to ConsoleBase, which handles console I/O.
This is mostly an in-place conversion, so lots of refactoring can still be done.
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mantis issue #435 (for now)
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have a libsl update... it's really a fix to the libsl version we're already using because of a bug in the particlesystem implementation
* Added two new simstat counters in the simstat enum for the RCCS. (I'll find something cool to put in them)
* fixed a time waster in ODEPlugin.cs
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* This stability optimization is disabled on Apple Computers until the .dylib library is updated.
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* WARNING: This update will break *nix support. Will be restored in the next revision
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experimental update.
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substeps with fallback to 5 substeps when things get slow
* Just to give you an idea of the difference .. previous ODE_STEPSIZE was 0.005f - 1000/5 = 200fps - 10 substeps with fallback to 5 substeps when things get slow
* *nix avatar may fall over again, *sorry*
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spheres to the physical prim mix.
* Be advised.. these are not ellipsoids.. these are spheres.
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* It's a known fact that the greater the friction the more computationally intensive a physics simulation with it is....
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* 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)
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far, only windows lib updated. Need to do the Linux version.
* Update also checked into opensim-libs
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* 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
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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
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inventory on other prim coming soon). No more new prim buried in the ground by accident.
* The prim are at the absolute position of the prim you rezzed it on top of + (0,0,0.5) for now.
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errors, etc.
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* shortened references
* Removed redundant 'this'
* Normalized EOF
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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.
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avatar to go into an endless plunge to the middle of the earth.
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button when over them and colliding
* Reverted the avatar portion of the inter-penetration physics scene explosion management, it needs more work.
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* 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
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* added Util.Clip(value, min, max)
* modified asset cache's numPackets calculation to use max packet size (600) instead of 1000
* removed a few magic numbers
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circumstances.
* This allows collisions with other avatar and prim with a velocity greater then 0 to push avatar around.
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* I stress, this is an initial implementation and the Agents(Child and Root) are definately obviously incorrect.
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