Commit message (Collapse) | Author | Age | Files | Lines | |
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* | Typo fixes | Melanie | 2010-09-26 | 2 | -7/+7 |
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* | adding configurable j2kDecodeCache path | BlueWall | 2010-09-26 | 4 | -8/+18 |
| | | | | | | | | allowing the decoded sculpt map cache path to be defined in the configuration files. Use DecodedSculpMapPath in the [Startup] section to set the path. The default is still ./bin/j2kDecodeCache | ||||
* | Add prim name to OdePrim Error and Warning messages. | Justin Clark-Casey (justincc) | 2010-09-25 | 1 | -42/+45 |
| | | | | This aims to make it easier to identify and remove rogue prims that are causing ODE to fall over. | ||||
* | minor: remove some mono compiler warnings | Justin Clark-Casey (justincc) | 2010-06-25 | 2 | -14/+14 |
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* | Hunting for the problem in #4777 | Diva Canto | 2010-06-19 | 1 | -0/+1 |
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* | Reverting my last two commits, putting back Melanie's exception handler. ↵ | Diva Canto | 2010-06-19 | 1 | -1/+10 |
| | | | | Doesn't solve #4777. | ||||
* | Reinstated the behavior of AddPrimShape *exactly* as it was as of December. ↵ | Diva Canto | 2010-06-19 | 1 | -10/+1 |
| | | | | Trying to fix mantis #4777 | ||||
* | Remove an error in meshing error reporting. Now doesn't double-bomb | Melanie | 2010-06-18 | 1 | -1/+1 |
| | | | | anymore on a bad sculpt | ||||
* | Log and eat sculpt meshing exceptions caused by bad jp2 data. | Melanie | 2010-06-12 | 1 | -1/+12 |
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* | fix sculpt normal direction for mirrored plane sculpts | dahlia | 2010-05-24 | 1 | -2/+1 |
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* | GridUserService in place. Replaces the contrived concept of storing user's ↵ | Diva Canto | 2010-05-07 | 3 | -3101/+3101 |
| | | | | | | home and position info in the presence service. WARNING: I violated a taboo by deleting 2 migration files and simplifying the original table creation for Presence. This should not cause any problems to anyone, though. Things will work with the new simplified table, as well as with the previous contrived one. If there are any problems, solving them is as easy as dropping the presence table and deleting its row in the migrations table. The presence info only exists during a user's session anyway. BTW, the Meshing files want to be committed too -- EOFs. | ||||
* | improve handling of undersize sculpt textures | dahlia | 2010-05-06 | 1 | -4/+11 |
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* | corrections for face numbering and uv mapping, mostly for spheres - sync ↵ | dahlia | 2010-05-06 | 1 | -2201/+2284 |
| | | | | with PrimMesher r56 | ||||
* | Sculpt meshing refactoring - improves mesh accuracy and UV mapping | dahlia | 2010-05-06 | 2 | -639/+810 |
| | | | | Sync with PrimMesher r55 | ||||
* | Fixing line endings | John Hurliman | 2010-03-15 | 2 | -2846/+2846 |
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* | flip UVs for profile faces | dahlia | 2010-03-13 | 1 | -1/+1 |
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* | correct some references which could produce erroneous prim face numbers | dahlia | 2010-03-12 | 1 | -2202/+2201 |
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* | some improvements to sculptmap alpha handling and LOD | dahlia | 2010-03-12 | 1 | -627/+645 |
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* | * Added a better check to the SimianGrid connectors to test if they are ↵ | John Hurliman | 2010-03-12 | 4 | -47/+191 |
| | | | | | | enabled or not. This method should work equally well with standalone or robust mode * Applying #4602 from Misterblu to add collision detection to BulletDotNET | ||||
* | Separate PhysX classes into separate files. | Jeff Ames | 2010-02-22 | 4 | -770/+882 |
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* | Formatting cleanup. | Jeff Ames | 2010-02-15 | 1 | -25/+25 |
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* | Revolution is on the roll again! :) | Revolution | 2010-02-14 | 12 | -42/+429 |
| | | | | | | | | Fixes: Undo, T-pose of others on login, modifiedBulletX works again, feet now stand on the ground instead of in the ground, adds checks to CombatModule. Adds: Redo, Land Undo, checks to agentUpdate (so one can not fall off of a region), more vehicle parts. Finishes almost all of LSL (1 function left, 2 events). Direct flames and kudos to Revolution, please Signed-off-by: Melanie <melanie@t-data.com> | ||||
* | Applying patch #4534 by Misterblue to fix ODE physics stickiness | John Hurliman | 2010-02-04 | 1 | -0/+2 |
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* | Formatting cleanup. Add copyright headers. | Jeff Ames | 2010-01-04 | 7 | -524/+518 |
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* | Glue code for a couple of new LSL function implementations | Melanie | 2009-12-22 | 10 | -3/+182 |
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* | * Commit some sit code that's commented out for now. | Teravus Ovares (Dan Olivares) | 2009-12-08 | 1 | -1/+8 |
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* | * Adds Normal to the fields returned by the Physics Raycaster | Teravus Ovares (Dan Olivares) | 2009-12-05 | 2 | -4/+10 |
| | | | | | | | | * Fixes recognizing when a sit target is and isn't set. * * 1. Vector3.Zero. * * 2. Orientation: x:0, y:0, z:0, w:1 - ZERO_ROTATION * * (or) Orientation: x:0, y:0, z:0, w:0 - Invalid Quaternion * * (or) Orientation: x:0, y:0, z:1, w:0 - Invalid mapping, some older objects still exist with it | ||||
* | * Fixes mantis 4416. Animator is dereferenced on logout | Teravus Ovares (Dan Olivares) | 2009-12-05 | 1 | -1/+4 |
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* | * Fixes the 10x10x10 hard physics limitation. (wierdly, you have to set ↵ | Teravus Ovares (Dan Olivares) | 2009-12-03 | 2 | -0/+5 |
| | | | | | | | this for each region in your Regions.ini[PhysicalPrimMax = 10(default)]) * Adds a configurable maximum object mass before the mass is clamped. Default is 10000.01. Configurable by changing maximum_mass_object in the [ODEPhysicsSettings] section. * Clamping the mass is important for limiting the amount of CPU an object can consume in physics calculations. Too high, and the object overcomes restitution forces by gravity alone. This generates more collisions potentially leading to 'deep think'. | ||||
* | * Fixes a case of d.BodyEnable with IntPtr.Zero passed as the parameter in ↵ | Teravus Ovares (Dan Olivares) | 2009-11-26 | 1 | -1/+4 |
| | | | | linkset where EnableBody was called and the body is immediately disabled. The previous functionality assumed that a body was received in EnableBody but.. in some cases, it wasn't. | ||||
* | * Resolves mantis 4390 http://opensimulator.org/mantis/view.php?id=4390 | Teravus Ovares (Dan Olivares) | 2009-11-23 | 1 | -1/+1 |
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* | * Adds a test for if the collision is at the bottom of the capsule on ↵ | Teravus Ovares (Dan Olivares) | 2009-11-22 | 1 | -1/+12 |
| | | | | avatar. This prevents the 'double jump' capability that's been occurring for ages when avatar collide with prim on the side. | ||||
* | * Added missing lock to m_forcelist when AddForce is called. When a user ↵ | Teravus Ovares (Dan Olivares) | 2009-11-22 | 1 | -3/+26 |
| | | | | | | dragged a prim, in some cases, it would corrupt the datatype in memory and throw spurious IndexOutOfRangeExceptions. * Physics a situation that causes physics to spew redline messages to the console forever. | ||||
* | * Fixes the second of two terse update issues. Physical objects should react ↵ | Teravus Ovares (Dan Olivares) | 2009-11-21 | 1 | -0/+3 |
| | | | | normally again. | ||||
* | * Fixes one of two terse update issues. There's still one left, but this ↵ | Teravus Ovares (Dan Olivares) | 2009-11-21 | 1 | -1/+9 |
| | | | | one fixes the situation where the object on the server is moving but no updates are being sent. | ||||
* | clean up some cruft | dahlia | 2009-11-11 | 1 | -12/+2 |
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* | minor: remove mono compiler warning | Justin Clark-Casey (justincc) | 2009-11-11 | 1 | -1/+1 |
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* | add an overload to _SculptMesh for meshing from a list of coordinates | dahlia | 2009-11-09 | 1 | -3/+46 |
| | | | | add conditional compilation for System.Drawing dependency | ||||
* | Following various discussions on irc and in the OpenSim dev OSGrid meeting ↵ | Justin Clark-Casey (justincc) | 2009-11-09 | 1 | -1/+1 |
| | | | | | | | last week, change av_capsule_tilted to false by default This appears to now give better ODE physics response (less sinking into the ground, etc.) Please change it back if this is actually a bad idea for some reason | ||||
* | minor: remove some mono compiler warnings | Justin Clark-Casey (justincc) | 2009-11-09 | 2 | -2/+4 |
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* | Merge branch 'master' of ssh://justincc@opensimulator.org/var/git/opensim | Justin Clark-Casey (justincc) | 2009-11-03 | 7 | -918/+139 |
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| * | Delete depricated extrusion methods and redirect to universal extrude method. | dahlia | 2009-11-02 | 1 | -833/+10 |
| | | | | | | | | Sync with PrimMesher.cs r47 on forge. | ||||
| * | * Log progress messages when loading OAR files with a lot of assets | John Hurliman | 2009-10-29 | 4 | -72/+92 |
| | | | | | | | | | | * Change the PhysicsCollision callback for objects to send full contact point information. This will be used to calculate the collision plane for avatars * Send the physics engine velocity in terse updates, not the current force being applied to the avatar. This should fix several issues including crouching through the floor and walking through walls | ||||
| * | Always send a time dilation of 1.0 while we debug rubberbanding issues | John Hurliman | 2009-10-28 | 1 | -1/+2 |
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| * | Limit physics time dilation to 1.0 | John Hurliman | 2009-10-28 | 1 | -1/+1 |
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| * | * Reduce the velocity tolerance on sending terse updates to avoid slowly ↵ | John Hurliman | 2009-10-28 | 1 | -3/+10 |
| | | | | | | | | | | | | drifting prims/avatars * Added contacts_per_collision to the ODE config section. This allows you to reduce the maximum number of contact points ODE will generate per collision and reduce the size of the array that stores contact structures | ||||
| * | Fixed a bad check on velocity in the ODE near() callback (it was only ↵ | John Hurliman | 2009-10-28 | 1 | -3/+3 |
| | | | | | | | | checking for velocity in certain directions, and was calling the get_Velocity() function three times) | ||||
| * | Switching sculpty from CSJ2K back to OpenJPEG for now until more kinks are ↵ | John Hurliman | 2009-10-28 | 1 | -2/+6 |
| | | | | | | | | ironed out | ||||
| * | Print the exception message when CSJ2K decoding fails for sculpty textures | John Hurliman | 2009-10-28 | 1 | -3/+3 |
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| * | Move the calculation of time dilation from the scene to the physics engine. ↵ | John Hurliman | 2009-10-27 | 2 | -2/+14 |
| | | | | | | | | The scene is still the one reporting dilation so this does not break the API or remove flexibility, but it gets the calculation happening in the right place for the normal OpenSim usage. The actual calculation of physics time dilation probably needs tweaking |