| Commit message (Collapse) | Author | Age | Files | Lines |
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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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notice of doom
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explicit
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before it's passed to ODE.
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* Using the nearest neighbor method, interpolation coming soon.
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to their neighbors when they start up. Neighbors get this message and tell their agents that there's a new sim up.
* Certain unrecoverable physics based crashes in ODE are now hooked up to the 'restart the sim' routine.
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* Added the child_get_tasks OpenSim.ini flag for testing the UDP packet sending code and packet throttler. This flag gets purposely disabled in grid mode. This flag also has the consequence that you can see the prim in neighboring regions without going into them. Be warned, this causes tons of dropped packets.
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threadlocked code. ODEPrim was almost completely re-written.
Copy/Space test needed.
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oddly placed prim.
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single one. Once again. Should help debugging space/copy issues.
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Prim/space movements. Should help make sense of the copy prim bug. Use for Pastebin. :D
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because it's out of bounds and user moves it back into the space.
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EXTREMELY basic collision detection; walk on prims
don't rotate anything
do not feed or annoy POS
YMMV
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work to be done on this, however, avatar will have a lot less difficulty getting into tight spaces/prim cuts
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box to no longer be matching the client's view of where it should be.
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never stops.
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you see a difference.
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go )
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smaller spaces
* ODE - No new visible speed improvements yet. From the coding side, the beginnings of dynamic space calculation..
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* Reduced ground friction when an avatar is moving
* Followed Dan's advice and moved the walk/run movement controller to target_velocity instead of on the total movement
* Reduced PID_D power by 1/5th (80)
* More avatar movement tweaks.
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* Tweaked a few things
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* Added glue to send it to the Physics Engines (in meters)
* ODE Initial implementation of Avatar Height :D Change your height and not get all knee bendy
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* All thanks to unimplemented packet listing :D
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* ODE - Fixed the iscolliding property to report a static true when colliding.
* Added reporting of collisions to call UpdateMovementAnimations
* Added Jump - air animation (with arms outstretched).
* Added Fall Animations
* ODE - Added a small amount of X, Y motion control while jumping or Falling
* ODE - Avatar movement animations are still a bit odd sometimes, and had to get this up there.
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