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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)2009-08-184-52/+59
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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)2009-08-152-0/+19
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* Minor: formatting cleanup.Jeff Ames2009-08-111-6/+4
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* Split BasicPhysics classes into separate files.Jeff Ames2009-08-113-415/+508
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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)2009-08-075-7/+7
| | | | 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)2009-08-074-15/+50
| | | | 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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* starting to refactor path generation out of prim extrusiondahlia2009-08-031-2/+18
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* Flag certain meshes to avoid vertex list compaction. This should help speed ↵Dahlia Trimble2009-07-301-0/+2
| | | | up meshing time at startup.
* Formatting cleanup.Jeff Ames2009-07-232-3/+3
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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 Ovares2009-07-198-1/+364
| | | | | | | | | 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
* add a constructor overload and an AddPos method to SculptMeshDahlia Trimble2009-07-141-0/+33
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* Some improvements to prim face numbering - only affects viewers using PrimMesherDahlia Trimble2009-07-111-11/+17
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* 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 Ames2009-06-106-11/+9
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* some code cleanupDahlia Trimble2009-06-061-3/+0
| | | | | | test commit with cygwin svn
* Fix comparison of UUID with null.Jeff Ames2009-06-041-1/+1
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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 Ames2009-06-0133-33/+33
| | | | LICENSE.txt.
* reduce verbosity of sculpt map cache messages to reporting cache failures onlyDahlia Trimble2009-05-311-2/+2
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* some clean up of sculpt map caching codeDahlia Trimble2009-05-291-5/+3
| | | | | remove a redundant debug message
* reinstate a hopefully more robust experimental decoded sculpt map caching schemeDahlia Trimble2009-05-291-3/+5
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* disable sculpt map caching until a better method of avoiding asset requests ↵Dahlia Trimble2009-05-291-5/+8
| | | | can be found
* Experimental decoded sculpt map cachingDahlia Trimble2009-05-291-17/+48
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* 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 0.6.5lbsa712009-05-256-6/+6
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* cleaning out warnings.Dr Scofield2009-05-227-170/+168
| | | | | | NOTE: we currently have a gazillion warnings caused stuff flagged as "obsolete" (OGS1 stuff) --- what's up with that?
* Sculpt mesher refactorDahlia Trimble2009-05-191-58/+98
| | | | | | | | adds some previously missing geometry to sculpties new LOD improves vertex accuracy fix torus mode mesh edge joining sync with primmesher r37
* some sculpted prim geometry accuracy and meshing speed improvementsDahlia Trimble2009-05-151-22/+7
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* Added a Copy() method to PrimMesh and SculptMesh as suggested by dmiles. ↵Dahlia Trimble2009-05-082-20/+75
| | | | Sync PrimMesher.cs and SculptMesh.cs with PrimMesher.dll r36.
* alter behavior of sculpted prim "Inside out" setting. Addresses Mantis #3514Dahlia Trimble2009-05-031-1/+1
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