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* * One last attempt to get the bordercrossing/primcrossing/attachmentcrossing ↵Teravus Ovares (Dan Olivares)2009-09-021-1/+72
| | | | | | right in the new border framework. * This also contains some inactive preliminary code for disconnecting combined regions that will be used to make one root region a virtual region of a new root region.
* Thank you, dslake, for a set of patches to improve OpenSim startupMelanie2009-09-023-5/+15
| | | | and idle performance.
* Merge branch 'master' of ssh://MyConnection/var/git/opensimTeravus Ovares (Dan Olivares)2009-08-261-4/+0
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| * Formatting cleanup, minor refactoring.Jeff Ames2009-08-261-4/+0
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* | * It turns out that Physics heightmap values were being stored in managed ↵Teravus Ovares (Dan Olivares)2009-08-211-22/+27
| | | | | | | | memory in _heightmap and using multiple heightmaps caused them all to overwrite each other and the last one was the heightmap for all of the regions. This fixes that. It also reduces the terrain resolution to half.
* | * Fixes Terrain issues with combined regions.Teravus Ovares (Dan Olivares)2009-08-202-74/+137
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* | *remove conflictsTeravus Ovares (Dan Olivares)2009-08-181-9/+4
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| * Did I say that i don't like git? Remove some stuff that shouldn't haveMelanie2009-08-171-30/+8
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| * Add System.Xml reference to the console projectMelanie2009-08-171-8/+30
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| * Misc cleanup.Jeff Ames2009-08-161-9/+4
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* | * Some Physics Scene Changes to prepare for larger regionsTeravus Ovares (Dan Olivares)2009-08-183-51/+58
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* | Merge branch 'master' of ssh://MyConnection/var/git/opensimTeravus Ovares (Dan Olivares)2009-08-151-6/+4
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| * Formatting cleanup. Fix some compiler warnings.Jeff Ames2009-08-131-6/+4
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* | * part one of adding physics combiningTeravus Ovares (Dan Olivares)2009-08-151-0/+9
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* * Fix one physics crash for regions larger then 512mx512mTeravus Ovares (Dan Olivares)2009-08-081-1/+4
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* This is the second part of the 'not crash on regionsize changes'. This ↵Teravus Ovares (Dan Olivares)2009-08-073-4/+4
| | | | lets you configure region sizes to be smaller without crashing the region. I remind you that regions are still square, must be a multiple of 4, and the Linden client doesn't like anything other then 256. If you set it bigger or smaller, the terrain doesn't load in the client, the map has issues, and god forbid you connect it to a grid that expects 256m regions.
* * Remove hard coded 256 limitations from various places. There's no more ↵Teravus Ovares (Dan Olivares)2009-08-073-13/+42
| | | | 256m limitation within the OpenSimulator framework, however, the LLClient ClientView does not support regions larger then 256 meters so, if you try and make your region larger by setting Constants.RegionSize = 512; in OpenSim.Framework.Constants.cs, the terrain will not display on clients using the LLUDP protocol
* * Remove some mono compiler warningsJustin Clark-Casey2009-08-051-1/+2
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* Formatting cleanup.Jeff Ames2009-07-231-2/+2
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* * Whoops, forgot the water heightfield.Teravus Ovares2009-07-222-2/+5
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* * Exclude heightfield geom from the raycast test. Teravus Ovares2009-07-222-1/+70
| | | | | * Fixes mantis #3922
* * nothing in this commit, re-triggering panda.. which crashed while testing.Teravus Ovares2009-07-211-1/+1
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* * Fixed a case where a prim was a NullPhysicsActor instead of an OdePrimTeravus Ovares2009-07-211-72/+100
| | | | | | * Commented logic that wasn't being used. * This should fix the errors in OdeScene.near
* * Created a way that the OpenSimulator scene can ask the physics scene to do ↵Teravus Ovares2009-07-192-1/+317
| | | | | | | | | a raycast test safely. * Test for prim obstructions between the avatar and camera. If there are obstructions, inform the client to move the camera closer. This makes it so that walls and objects don't obstruct your view while you're moving around. Try walking inside a hollowed tori. You'll see how much easier it is now because your camera automatically moves closer so you can still see. * Created a way to know if the user's camera is alt + cammed or just following the avatar. * Changes IClientAPI interface by adding SendCameraConstraint(Vector4 CameraConstraint)
* Revert the nonessential part of r10033 to restore sanity to trampolinesMelanie Thielker2009-07-161-4/+6
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* * Tweaking collision reporting a little more in ScenePresence to not check ↵Teravus Ovares2009-07-161-2/+2
| | | | if the collisions will affect health if the avatar is invulnerable. (saves 3 loops)
* Fix for avatar falling through terrain when av_capsule_tilted=false, Mantis ↵nlin2009-07-151-8/+78
| | | | | | | | | | | | | | | | | #2905 This fix re-introduces a small tilt into the capsule to prevent avatar falling through terrain. Re-introduction of the tilt means that some direction-dependent behavior when walking over prims, but I have tried to minimize this. Additionally this commit allows the capsule to wobble slightly when being pushed around the terrain. This should make walking over prims easier, as the capsule can wobble and glide diagonally over the prim's edge, instead of rigidly being stopped vertically against the prim's face.
* Thank you, Twitch, for a patch to restore mayhem and murder to OpenSimMelanie Thielker2009-07-141-6/+6
| | | | | | Fixes Mantis #3888
* Experimental fix for tilted avatar capsule, Mantis #2905nlin2009-07-082-7/+29
| | | | | | | | | | | | | | | | | | | | | | | Set av_capsule_tilted to false in opensim.ini. Default is true, so there is no change in avatar behavior (and no breaking of existing content which relies on the tilted capsule). This commit straightens up the avatar capsule so it behaves consistently (e.g. same collision behavior against prims regardless of which direction the avatar is coming from; ability to fit through narrow doorways). Please note this introduces other side effects which have not been fixed. In particular: * The avatar frequently falls through the terrain if it is not flat, though the avatar behaves pretty well on flat terrain. This requires investigation of the ode terrain collider. * The apparent foot position of the avatar with respect to the ground is changed. This requires investigation of the avatar height/capsule height. Please consider this as work in progress.
* - fixes a "collection out of sync" exception in the ODE physicsDr Scofield2009-06-252-36/+53
| | | | | | | engine, caused by an "avatar infinite position" occurring under heavy load. - fixes "value too small" exception in ChatModule
* Properly reset a vehicle's status to VEHICLE_TYPE_NONE when requestedMelanie Thielker2009-06-191-0/+1
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* From: Alan Webb <alan_webb@us.ibm.com>Dr Scofield2009-06-101-2/+2
| | | | | | | | Eat collision errors --- NOTE: this fix might be naive, it seems to have helped us getting to 81 avatars (whereas we'd crash with 20 before), but it sure would benefit from some check-over by a person skilled in the art of ODE physics.
* Formatting cleanup.Jeff Ames2009-06-104-7/+7
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* * Pried apart the ODE tests. This fixes mantis #3212lbsa712009-06-021-0/+0
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* Minor: Change OpenSim to OpenSimulator in older copyright headers and ↵Jeff Ames2009-06-015-5/+5
| | | | LICENSE.txt.
* Revert "* Added IntegrationTest Attribute and tagged the ODETestClass"Sean Dague2009-05-271-2/+1
| | | | | | | This reverts commit 8f0096cc7b112fea8f69f391224911f624482747. To get us back to compiling on fresh checkouts.
* * Added IntegrationTest Attribute and tagged the ODETestClasslbsa712009-05-271-1/+2
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* * Upped version number to 0.6.5lbsa712009-05-251-1/+1
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* cleaning out warnings.Dr Scofield2009-05-223-101/+99
| | | | | | NOTE: we currently have a gazillion warnings caused stuff flagged as "obsolete" (OGS1 stuff) --- what's up with that?
* * It turns out vehicle Angular Motor direction is always in global space.Teravus Ovares2009-04-201-7/+24
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* * Prevent a vehicle crashTeravus Ovares2009-04-201-0/+13
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* * Allow passing of material type to physics engineTeravus Ovares2009-04-202-19/+248
| | | | | * Define low friction and medium bounce for Glass
* * Rudimentary angular motor implementation for the LSL Vehicle APITeravus Ovares2009-04-192-8/+84
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* Added a "force_simple_prim_meshing" option to the ODE settings in ↵Dahlia Trimble2009-04-191-25/+18
| | | | | | | OpenSim.ini which will use meshes for collisions with simple prim shapes rather than internal ODE algorithms. This may help with Mantis #2905 and Mantis #3487 for those experimenting with capsule settings. Note that this will increase memory usage and region startup time.
* * A few fixes to the Linear MotorTeravus Ovares2009-04-171-15/+21
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* * Add Implementation of Linear Motor and Linear friction from the LSL ↵Teravus Ovares2009-04-171-9/+73
| | | | Vehicle API in Physics
* * Set some minimum values to avoid divide by zero errors.Teravus Ovares2009-04-171-0/+14
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* * Commit a few fixes to the Vehicle settingsTeravus Ovares2009-04-172-13/+67
| | | | | * Vertical Attractor servo
* * Remove some super experimental stuff in BulletDotNETPlugin since it was ↵Teravus Ovares2009-04-161-8/+15
| | | | | | | causing issues. * Tweak the ODEPrim PID a bit more.
* * Committing more BulletDotNETPlugin workTeravus Ovares2009-04-161-9/+286
| | | | | | * Tweak the LLSetStatus results in the ODEPlugin. Hopefully it's a little less unstable. * ODEPlugin is using experimental math for LLSetStatus, use with caution! :)