| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
| |
work to be done on this, however, avatar will have a lot less difficulty getting into tight spaces/prim cuts
|
|
|
|
| |
box to no longer be matching the client's view of where it should be.
|
|
|
|
| |
never stops.
|
|
|
|
| |
you see a difference.
|
| |
|
| |
|
|
|
|
| |
go )
|
|
|
|
|
|
|
| |
smaller spaces
* ODE - No new visible speed improvements yet. From the coding side, the beginnings of dynamic space calculation..
|
| |
|
| |
|
|
|
|
|
|
|
|
| |
* 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.
|
|
|
|
|
| |
* Tweaked a few things
|
|
|
|
|
|
| |
* 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
|
|
|
|
|
| |
* All thanks to unimplemented packet listing :D
|
|
|
|
|
|
|
|
|
|
| |
* 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.
|
| |
|
|
|
|
|
|
|
| |
to uncomment the Meshmerizer in OpenSim.ini)
* Fixes a geometry issue in ODE when using ZeroMesher
|
| |
|
|
|
|
|
|
|
|
| |
* Addition of Gerhard's ZeroMesher.
* Addition of meshing OpenSim.ini parameter
* Some modifications to the Meshmerizer
* Meshmerizer set to default meshing plugin because ZeroMesher needs a memory locking fix. We'll switch it back after the memory locking issue is resolved.
|
| |
|
| |
|
|
|
|
|
|
| |
* Experimental. Linux Prebuild needs testing.
* One more update after this to remove the ODEMeshing directory....
|
|
|
|
| |
left that blocks your way.
|
|
|
|
|
|
| |
* Added a ThrottleUpdates member to PhysicsActor to expose 'throttle' ability to the Scene.
* Updated the ode.dll file with a fix to invalid data passed to ODE's heightfield collision calculator.
|
|
|
|
|
|
|
|
| |
sends terse updates when needed.
* Removed the 'constant poll method' from SceneObjectPart.cs - It was bad :P
* Updated some Masses in ODE to help large prim slow down by friction easier.
|
|
|
|
| |
on the Console.
|
|
|
|
|
|
|
|
| |
final resting velocity.
* Added Smooth moving prim
* Added event to PhysicsActor RequestPhysicsterseUpdate to allow physics plugins to be able to schedule a terse update.
|
|
|
|
|
| |
* Added Angular Velocity reporting for smooth-ish rotations on object collisions
|
|
|
|
|
| |
* fix for ODE geoms not getting disposed of properly when resizing.
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
|
| |
Much thanks to Gerhard!
Merged with Darok's recent changes re: physical prims
|
|
|
|
| |
it can be easy to add to ODE. Enjoy kick the prims and be careful with the falling ones ;D
|
|
|
|
| |
PhysicsActor and it's the ancestor for BulletXCharacter and BulletXPrim.Physical modifications: Changes for pass the value of Physical flag in the SceneObjectPart class to the Physics engines. New call for AddPrimShape so it has a new parameter called "isPhysical". The old call will be obselete soon (i believe). PhysActor and its descendants have a new property called IsPhysical. By the way no new special funcionallity added. It's more like preparing the way for new modifications.
|
| |
|
| |
|
|
|
|
| |
PhysicsActor and it's the ancestor for BulletXCharacter and BulletXPrim.
|
| |
|
|
|
|
| |
all three physics plugins.
|
| |
|
|
|
|
|
|
| |
* Shortened type references
* Removed redundant 'this' qualifier
|
|
|
|
|
|
|
| |
Have flattened the OpenSim.Framework project/namespace. The problem is that the namespace is still wrong as its "OpenSim.Framework" while the directory is "OpenSim\Framework\General" , so we need to decide if we change the directory or correct the namespace.
Note this has lead to a big flat project, but I think a lot of the files we most likely don't even use any longer. And others belong in other projects/namespaces anyway.
|
| |
|
| |
|
|
|
|
|
|
|
| |
the ChatModule by MW and myself. Couldn't find Adam online
after that rev went in.
|
|
|
|
|
|
|
| |
* Sqlite Storage Engine now supports terrain -- however be aware that every terrain revision stored will at 512KB to your database file. At the moment it is storing every revision from the first.
* Fixed an issue where by noverbose mode would display lots of useless junk. Noverbose mode is now quite usable.
* Fixed a whole bunch of console message issues such as naming and categorisation
|
| |
|
|
|
|
| |
messages. Thanks Chillken!
|
| |
|