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| * | * After seeing it repeat over and over again.. again, We won't inform the ↵Teravus Ovares (Dan Olivares)2009-10-161-1/+1
| |/ | | | | | | scenepresence that there was an issue so it doesn't try to make the capsule again. I have a feeling that this is some kind of object leak. We'll know for sure.. soon.
| * * One more attempt at the NullRef In The OdePlugin. This might fix it, but ↵Teravus Ovares (Dan Olivares)2009-10-162-1/+22
| | | | | | | | it will definitely get us closer to the root cause.
| * * Added a message for when the null reference exception occurs to make ↵Teravus Ovares (Dan Olivares)2009-10-161-3/+4
| | | | | | | | debugging easier. Without this, from the user's perspective.. they cannot move, fly or otherwise do anything physical and without a message on the console, it would be hard to tell that this is what is occurring.
| * * A hacky attempt at resolving mantis #4260. I think ODE was unable to ↵Teravus Ovares (Dan Olivares)2009-10-161-2/+22
| | | | | | | | | | | | allocate memory, and therefore the unmanaged wrapper call fails or worse.. there's some unmanaged resource accounting in the ODEPlugin for ODECharacter that isn't being done properly now. * The broken avatar may not be able to move, but it won't stop simulate from pressing on now. And, the simulator will try to destroy the avatar's physics proxy and recreate it again... but if this is what I think it is, it may not help.
* | Merge branch 'master' into vehiclesMelanie2009-10-121-1/+1
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| * Optimize ODE mesh by removing sleep. On a region with 100,000 prims and ODE ↵unknown2009-10-121-1/+1
| | | | | | | | enabled, the first Heartbeat loop call to UpdatePhysics takes 20 minutes. 75% of that time is spent in this sleep. (100k prims * 10ms)
* | Merge branch 'master' into vehiclesMelanie2009-10-122-2/+17
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| * * comment out the velocity test, using updates every 500 ms as set in ↵Teravus Ovares (Dan Olivares)2009-10-101-0/+3
| | | | | | | | | | | | | | ScenePresence.AddToPhysicalScene. * This causes time to be counted in ODECharacter and, when a collision occurs, the physics scene will report the collisions only if the the difference of last time it reported the collisions from now was more then the set ms. * This is cool because the time accrues while collisions are not taking place and when they do take place again, you get an immediate update.
| * * Make ODECharacter respect the scene's requested collision update timeTeravus Ovares (Dan Olivares)2009-10-102-2/+14
| | | | | | | | * Set the Scene collision update time to 500 ms
* | Correct a build break caused by an optimization in trunkMelanie2009-10-071-1/+1
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* | Merge branch 'master' into vehiclesMelanie2009-10-061-5/+2
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| * minor: remove mono compile warningJustin Clark-Casey (justincc)2009-10-051-5/+2
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* | Merge branch 'master' into vehiclesMelanie2009-10-051-7/+6
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| * Eliminate pinned Mesh data on managed heap by using IntPtrs to memory ↵Dan Lake2009-10-051-7/+6
| | | | | | | | allocated on the unmanaged heap. This prevents fragmentation of the managed heap and the resulting stress on GC. A region with ~150,000 prims using ODE and Meshmerizer saw memory remain flat around 1.2GB as opposed to 1.5GB and continually growing due to pinned memory. This patch complements the unique mesh dictionary patch applied to Meshmerizer but is independent. The net effect is a 60-75% reduction in memory for our largest regions.
* | Merge branch 'master' into vehiclesMelanie2009-10-012-12/+4
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| * Formatting cleanup.Jeff Ames2009-10-012-6/+6
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* | Merge branch '0.6.7-post-fixes' into vehiclesKitto Flora2009-09-301-14/+3
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| * Meshmerizer stores dictionary of unique Meshes keyed on construction ↵Dan Lake2009-09-241-14/+3
| | | | | | | | | | | | parameters. CreateMesh() returns a Mesh from the dictionary or creates a new Mesh if it has not been created before. Meshes are never purged from the dictionary. The raw Mesh data is discarded once the memory is pinned for ODE use. All copies of the same prim/mesh use the same pinned memory. ONLY IMPLEMENTED AND TESTED WITH MESHMERIZER AND ODE Signed-off-by: dahlia <dahliaTrimble@gmailDotCom>
* | Commit initial version of KittoFlora's vehicle changesopensim2009-09-304-564/+1300
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* Alternate algorithm for fixing avatar capsule tilt (Mantis #2905)nlin2009-09-181-60/+72
| | | | | | | | | | | | | Eliminate dynamic capsule wobble. Instead introduce a small, fixed tilt, and allow the tilt to rotate with the avatar while moving; the tilt always faces away from the direction of avatar movement. The rotation while moving should eliminate direction-dependent behavior (e.g. only being able to climb on top of prims from certain directions). Falling animation is still too frequently invoked. Ideally the tilt should be completely eliminated, but doing so currently causes the avatar to fall through the terrain.
* Add test to check behaviour if an iar is loaded where no user profile exists ↵Justin Clark-Casey (justincc)2009-09-091-16/+6
| | | | | | for the creators Disable generation of temporary profiles for now, instead record loading user as creator
* * Fix for GetTerrainHeightAtXY to make it compatible when ↵Teravus Ovares (Dan Olivares)2009-09-041-3/+4
| | | | Constants.RegionSize isn't 256
* * Fixes the function 'GetTerrainHeightAtXY'Teravus Ovares (Dan Olivares)2009-09-041-16/+26
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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
| | | | | | | | gone in.
| * 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.