| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
and detach from inventory.
* Detaching from right clicking in world, detaches to your inventory.
* If you go up to a prim and attach it from in world, it appears in your inventory.
* Attachment placement is saved when you detach them.
* Choosing wear remembers your last attachment point from inventory.
* Wrote a method to update an inventory item's asset and sends the updated inventory item to the Client
* Wrote a recursive method to find the folder of a known existing inventory item.
* Removed a block on physics object position on creation. This might crash a region or two, let us know via Mantis if your region crashes because of a physics out of bounds error.
* Drop doesn't work. The menu item doesn't even come up. Don't know why :P.
|
|
|
|
| |
overshoot the target.
|
|
|
|
|
|
|
|
|
| |
* Your friends can see your attachments now. People who appear in the sim after you've attached something can also see your attachments.
* You can position & rotate your attachments now. Positions do *not* save.
* You can detach attachments now the regular way.
* Attachments do not cross into other regions with you..(this isn't too far off)
* Updated ODE to not request terse updates on child prim.
|
|
|
|
|
|
|
|
| |
* Currently if you apply that to only one or two axis you get unpredictable and sometimes explosive results.
* Three axis works well enough to play with it anyway. More work is needed here.
* Fixed an incorrectly named method in ODE.NET
|
|
|
|
| |
(this took a while to run).
|
|
|
|
|
|
|
| |
restart console command.
* It looks ugly on the console.. but it's really safe.. and restores some memory.
|
|
|
|
|
| |
* A tweak of the SimStatsReporter so it would report the prim capacity to be 45000.
|
|
|
|
|
|
|
|
| |
a split facet icosahedral geodesic sphere that's scaled.
* In other words, you can stretch spheres into oblong shapes now and watch them roll around like a football would.
* Still can't cut, twist or profile cut spheres yet.
|
|
|
|
| |
notice the huge nasty facets! Regular spheres still work as they did.
|
|
|
|
|
| |
* Fixed some Tapers with Cylinders in the Meshmerizer
|
|
|
|
|
| |
* Should help the sinking feeling when new avatar arrive in the scene.
|
| |
|
|
|
|
|
|
|
| |
needs to be updated still.
* Adding some XMPP stuff that's incomplete.
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
| |
* It doesn't generate at_target events, because they don't exist yet in the script engine.
* The Tau is different, however, compatible with scripts I tested.
* Not perfect... but pretty good.
|
| |
|
| |
|
|
|
|
|
|
| |
* Thanks for DrScofld for drawing attention to this
|
| |
|
| |
|
|
|
|
|
| |
* Added support for LSL llGetOmega (Rotational/Angular Velocity)- ODEPlugin is the only physics plugin that reports it.
|
|
|
|
|
|
|
|
|
| |
* Added osSetPrimFloatOnWater(BOOL) to make Physical prim float at the water level.
* osSetPrimFloatOnWater(TRUE); or osSetPrimFloatOnWater(FALSE);
* By default, prim do not float at the water level.
* More work is needed on the floating, but it's a start.
|
|
|
|
|
| |
* Added WaterLevel support to the ODEPlugin. More on this later.
|
|
|
|
|
| |
* Everyone try to push a physical prim across a region border now.
|
|
|
|
|
|
| |
* More cleanup
* Less noise
|
|
|
|
|
|
|
|
|
| |
Collision Space Crash'
* Added: Console comment: [PHYSICS]: The scene reused a disposed PhysActor! *waves finger*, Don't be evil.
|
|
|
|
|
| |
* Expect the occasional deadlock?
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
|
| |
* ODE: Added support for larger box stacks. (they're slow, but they work)
* ODEPlugin no longer tries to 'catch up' with the simulator frame rate if it gets behind. Catching up was causing a lot of problems with larger box stacks and other things that stall the simulator (like saving prim in the datastore)
|
|
|
|
|
|
|
|
|
| |
joints. This will change quite drastically, however it's fun to play with.
* To play with this you must link your prim before setting it physical, otherwise they won't link in the physics engine properly. This will also be fixed.
* Currently the linked prim are extremely unstable because I have yet to implement combining of forces with the same normal. This will also be fixed. In fact, the whole PhysicsActor, ODEPrim relationship will be reworked to consider groups from the get-go.
* This implementation is better then it crashing your sim, so I'm commiting it for now.
|
| |
|
| |
|
|
|
|
|
| |
** Added more realistic calculations of mass for the rest of the supported prim shapes+holes+cuts+tapers. Previously they were the generic height * width * length. Spheres roll (Angular velocity) more realistically, etc.
|
|
|
|
|
|
|
| |
* Adds one unit test. CreateAndDropPhysicalCube.
* More unit tests will be done
* Let me know if this breaks Linux build..
|
|
|
|
| |
optimization of mine slowed the speed of updates using the 'poll' method in certain circumstances.
|
|
|
|
|
|
| |
* Don't act immediately on a physical prim unless it's moving.
* This helps when you're trying to make a box stack and you select the bottom most box.
|
|
|
|
|
|
|
|
| |
* When you select a physical prim, it stops while you've got it selected.
* When you move or alter a prim in some manner, it doesn't become collidable until you de-select it
* When you select a prim, it doesn't become temporarily 'phantom' until you make some change to it while it's selected. (this prevents accidental selections in prim floor from causing it to go phantom on you(but don't move it or you'll fall))
* There's one major difference, and that's a physical object won't stop if you don't have permission to edit it. This prevents people who don't have edit permissions on a prim from stopping it while it's moving.
|
|
|
|
| |
don't try to enumerate dead null ODECharacter objects when things get *really* slow.
|
| |
|
| |
|
|
|
|
| |
the source of the null on multicast_void: error?
|
|
|
|
|
|
|
| |
with a triangle hollow, Cube with a cylinder hollow, cylinder with a triangle hollow, etc.
* More work needs to be done here as several of the profileshape/hollow combinations are rotationally offset from where they render in the client.
|
| |
|