| Commit message (Collapse) | Author | Age | Files | Lines |
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Conflicts:
OpenSim/Region/CoreModules/World/Warp3DMap/MapImageModule.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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from ODEPrim.SetGeom.
This occurred in 7a574be3fd from Sat 21 Apr 2012.
This should fix collision detection.
Mnay thanks to tglion for the spot and the fix in http://opensimulator.org/mantis/view.php?id=5988
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careminster
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doesn't colide with it)
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efects reporting null velocity and aceleration when stopped near the right position, where they can still have instantanius large values that can get magnified by interpolators, specially using diferent timing estimation.
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Conflicts:
OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
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rather than setting phantom.
This was an oversight when removing some race conditions from PhysicsActor setting recently.
Regression tests extended to probe this code path.
Extending regression tests required implementation of a BasicPhysicsPrim (there was none before). However, BasicPhysics plugin is still of no current practical use other than to fill in as a component for other parts of regression testing.
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disableBody() sets Body == IntPtr.Zero on all code paths.
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prim_geom == IntPtr.Zero only before a new add prim taint is processed (which is the first taint) or in operations such as scale change which are done in taint or under lock.
Therefore, we can remove these checks which were not consistently applied anyway.
If there is a genuine problem, better to see it quickly in a NullReferenceException than hide the bug.
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position as well as the body position
This is necessary to stop the moved prim snapping back to the original position on deselection if moved only once
This resolves http://opensimulator.org/mantis/view.php?id=5966
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an asset is damaged so it should not spew red ink.
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rate and not heartbeat.
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unmanaged at heartbeat rate like core ode. Now do it at ODE rate in move(..). UpdatePositionAndVelocity() called once per heartbeat is now empty.
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bit unstable with small avas in AVI even if fine on my testsite - Removed reading of PID parameters from config files since that only serves to mess things up and adds more unknowns
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(or camera is very odd) - Slow down avatar if velocity is higher than 50m/s as in chODE
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give a terminal velocity +- 60m/s
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bits(flags) for better use as filters together with top spaces (for example physical prims are on topactivespace and not physical are on topstaticspace) - Added new world raycast with filters. This blocks calling thread with a timeout of 500ms waiting for heartbeat ode thread signal job done. - Don't let ode bodies being disabled for 2 long except for vehicles. This is necessary to detect when the object is at rest at top of other and that is removed. Assume that vehicles can be enabled by used action.
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scenepresence TeleportWithMomentum(), since actor.Velocity was selected by original coders as the input of a desired velocity (even 'forces') that is modified by character conditions, like not changing velocity.Z if it is in free fall.
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on physical prims) so SOG can do the total add. (ubitODE as more code to use a simpler terrain geom on a modified ode lib but should do autodetect and work with normal lib).
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this will need a nicer solution sometime...
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It seems that ODE calls the avatar collision handling routine even
if there are no collisions. This causes the animation to be updated.
So, for instance, going from HOVER to FLY is caused by the physics engine
calling the collision routine each frame with 0 collisions.
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makes mistakes)
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ssh://island.sciencesim.com/home/sceneapi/radams1/bs-opensim into bulletsim1
Conflicts:
OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
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(there is still confusion in the rest of OpenSim). Enhance some debug statements to include the object ID.
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friction and restitution runtime settable parameters.
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buoyancy for flying. Tweek avatar default friction and resititution
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False to True. It seems that collisions don't happen well when it is False (things fall through terrain).
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OpenSimDefaults.ini and the code.
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