Commit message (Collapse) | Author | Age | Files | Lines | |
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* | This still causes terrain artefacts | Melanie | 2012-03-02 | 1 | -3/+3 |
| | | | | | | Revert " fix my bug on ChODE terrain heightmap build" This reverts commit aa77d1d486f11da7dc841190f1ca85e085d0d648. | ||||
* | This still causes terrain artefacts | Melanie | 2012-03-02 | 1 | -3/+1 |
| | | | | | | Revert " fix the last fix. Regions are square but... Also remove the 0.5 offset in map position. It was apparently needed to fix we having nsamples = size and not size + 1." This reverts commit 15bc539bd49e7a09c1ec6e539871cde5eee6032e. | ||||
* | made box a little larger | UbitUmarov | 2012-02-28 | 1 | -6/+6 |
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* | A few blind changes to go try to go around bad mesh little box replacement fail | UbitUmarov | 2012-02-28 | 1 | -67/+50 |
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* | Really dirty hack to make sims start. Causes errors but the ting runs. Remove | Melanie | 2012-02-28 | 1 | -1/+5 |
| | | | | when fixed right. | ||||
* | Let inworld meshs colide as such and not as basic prim all the time. ↵ | UbitUmarov | 2012-02-27 | 2 | -5/+10 |
| | | | | Removed also LOD, and outerskin on colision meshs. | ||||
* | update ubitODE to my current working state | UbitUmarov | 2012-02-27 | 4 | -568/+378 |
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* | added in chODE GeomTriMeshDataDestroy to explicity release internal trimesh ↵ | UbitUmarov | 2012-02-26 | 2 | -3/+41 |
| | | | | data. | ||||
* | replace bad meshs by a small cube and log it. | UbitUmarov | 2012-02-24 | 1 | -5/+21 |
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* | stop using useless geom tricallback. | UbitUmarov | 2012-02-24 | 1 | -1/+2 |
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* | fix the last fix. Regions are square but... Also remove the 0.5 offset in ↵ | UbitUmarov | 2012-02-23 | 1 | -1/+3 |
| | | | | map position. It was apparently needed to fix we having nsamples = size and not size + 1. | ||||
* | fix my bug on ChODE terrain heightmap build | UbitUmarov | 2012-02-23 | 1 | -3/+3 |
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* | Reverse the changed to ODE heightmap. It results in SERIOUS issues like an | Melanie | 2012-02-21 | 1 | -4/+4 |
| | | | | irreversible y-flip and holes in the map. | ||||
* | Merge branch 'master' into careminster | Melanie | 2012-02-21 | 6 | -939/+4 |
|\ | | | | | | | Conflicts: | ||||
| * | Load 32-bit or 64-bit BulletSim Windows library automatically as appropriate. | Justin Clark-Casey (justincc) | 2012-02-21 | 1 | -0/+3 |
| | | | | | | | | | | This uses the same approach as ODE. radams, if this doesn't work for you please feel free to revert. | ||||
| * | Add 64 bit Windows sqlite3.dll and use this if running a 64-bit windows process. | Justin Clark-Casey (justincc) | 2012-02-21 | 1 | -14/+1 |
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| * | Remove PhysXPlugin and wrappers. | Justin Clark-Casey (justincc) | 2012-02-21 | 5 | -1001/+0 |
| | | | | | | | | | | In over 4 years this never progressed beyond an unimplemented stub. This doesn't mean that it can't come back if someone is interested in implementing PhysX support. | ||||
* | | Merge branch 'ubitwork' | Melanie | 2012-02-19 | 18 | -1071/+12694 |
|\ \ | | | | | | | | | | | | | | | | Conflicts: OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs | ||||
| * | | minor fix to chODE terrain heighmap scale | UbitUmarov | 2012-02-19 | 1 | -4/+4 |
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| * | | changed how vehicle data is stored and passed to physics. use unsafe in ↵ | UbitUmarov | 2012-02-18 | 4 | -59/+347 |
| | | | | | | | | | | | | serializer, tried to control m_dupeInProgress | ||||
| * | | Added simple binary serializer/deserializer to chODE. 100% untested and most ↵ | UbitUmarov | 2012-02-17 | 5 | -1035/+1540 |
| | | | | | | | | | | | | like still broken | ||||
| * | | Now if chode prim.cs detects out of bounds it requests a update and blocks ↵ | UbitUmarov | 2012-02-15 | 2 | -20/+45 |
| | | | | | | | | | | | | movement and colisions. Base code must do a PhysActor.CrossingFailure() to make it move again inside sim or delete it. | ||||
| * | | don't freeze with a sitted avatar in a border without other sim. Still messy :( | UbitUmarov | 2012-02-15 | 1 | -2/+2 |
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| * | | try to make crossings work better. chode no longer prevents crossings i hope | UbitUmarov | 2012-02-15 | 1 | -6/+50 |
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| * | | Merge branch 'master' of ssh://3dhosting.de/var/git/careminster into ubitwork | UbitUmarov | 2012-02-15 | 2 | -1/+53 |
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| * | | | remove drawstuff from ubitode | UbitUmarov | 2012-02-11 | 4 | -256/+1 |
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| * | | | removed outdated coments. | UbitUmarov | 2012-02-11 | 1 | -630/+0 |
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| * | | | remove forgotten taints code | UbitUmarov | 2012-02-11 | 1 | -32/+0 |
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| * | | | UbitODE: replace 'taints' by 'changes' for avatars also. This provides ↵ | UbitUmarov | 2012-02-11 | 3 | -250/+378 |
| | | | | | | | | | | | | | | | | better time order with changes in prims. | ||||
| * | | | vehicle changes done by simulation thread and not calling one | UbitUmarov | 2012-02-11 | 2 | -132/+200 |
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| * | | | changes to vehicle banking | UbitUmarov | 2012-02-11 | 1 | -69/+23 |
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| * | | | a bit better vertical attractor and banking | UbitUmarov | 2012-02-11 | 1 | -12/+23 |
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| * | | | Use mesh to estimate real center of prims if avaiable. Let sculpt map ↵ | UbitUmarov | 2012-02-11 | 5 | -33/+129 |
| | | | | | | | | | | | | | | | | textures with alpha channel work. On linux J2DecodeCache folder must be deleted to remove bad entries. Corrently this can't be cached on linux (mono/ cairo/? problem) | ||||
| * | | | scale avatar push force with avatar density | UbitUmarov | 2012-02-11 | 1 | -1/+2 |
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| * | | | test on git | UbitUmarov | 2012-02-10 | 4 | -0/+4 |
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| * | | | Changes to vehicles code etc. Includes some debug aids to remove later. | UbitUmarov | 2012-02-10 | 4 | -243/+145 |
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| * | | | initial introdution of physics actor building control. | UbitUmarov | 2012-02-08 | 1 | -1/+1 |
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| * | | | changes in physics manager, needed for UbitODE | UbitUmarov | 2012-02-08 | 2 | -1/+28 |
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| * | | | UbitODE plugin initial commit | UbitUmarov | 2012-02-08 | 10 | -0/+11556 |
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* | | | | Merge branch 'master' of ssh://3dhosting.de/var/git/careminster | Melanie | 2012-02-19 | 3 | -5/+29 |
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| * \ \ \ | Merge branch 'master' into careminster | Melanie | 2012-02-18 | 3 | -5/+29 |
| |\ \ \ \ | | |_|/ / | |/| | / | | | |/ | | |/| | | | | | Conflicts: OpenSim/Region/Framework/Scenes/Scene.Inventory.cs OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs | ||||
| | * | | Report an error if the required native Windows ODE library can't be found. | Justin Clark-Casey (justincc) | 2012-02-18 | 1 | -1/+4 |
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| | * | | On Windows automatically load the correct native ODE library depending on ↵ | Justin Clark-Casey (justincc) | 2012-02-18 | 2 | -3/+24 |
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | whether the process is 32-bit or 64-bit In theory, this means that a 64-bit Windows OS user can now run OpenSim.exe with ODE and use more than 2 (or 3) GB of memory. However, this is completely untested since I don't currently own a 64-bit Windows box. Feedback appreciated. Using OpenSim.32BitLaunch.exe should continue to work. Other platforms are unaffected. This will currently not work with sqlite - I will add that too if this works. | ||||
| | * | | Comment out "experimental" log message printed out whenever a physics mesh ↵ | Justin Clark-Casey (justincc) | 2012-02-16 | 1 | -2/+2 |
| | | | | | | | | | | | | | | | | | | | | | | | | was generated for a mesh Also adds prim name to the "no asset data" error log message | ||||
* | | | | Now if chode prim.cs detects out of bounds it requests a update and blocks ↵ | UbitUmarov | 2012-02-15 | 2 | -20/+45 |
| | | | | | | | | | | | | | | | | movement and colisions. Base code must do a PhysActor.CrossingFailure() to make it move again inside sim or delete it. | ||||
* | | | | don't freeze with a sitted avatar in a border without other sim. Still messy :( | UbitUmarov | 2012-02-15 | 1 | -2/+2 |
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* | | | | try to make crossings work better. chode no longer prevents crossings i hope | UbitUmarov | 2012-02-15 | 1 | -6/+50 |
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* | | | Merge branch 'master' into careminster | Melanie | 2012-02-15 | 2 | -1/+53 |
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| * | correct the default avatar_terminal_velocity value that I accidentally left ↵ | Justin Clark-Casey (justincc) | 2012-02-11 | 1 | -1/+1 |
| | | | | | | | | in whilst testing | ||||
| * | Clamp ODE character velocity. Make ODE falling character 54m/s by default. | Justin Clark-Casey (justincc) | 2012-02-11 | 2 | -1/+53 |
| | | | | | | | | | | | | | | If velocity reaches 256 in any vector then bad things happen with ODE, so we now clamp this value. In addition, a falling avatar is clamped by default at 54 m/s, which is the same as a falling skydiver. This also appears to be the value used on the linden lab grid. This should resolve http://opensimulator.org/mantis/view.php?id=5882 |