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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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Who needs accurate collisions when the sim lags and crashes?
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nullphyscisactors have a type water, ground or unknown (default). having
this removed geom to name mapping no longer needed. Made some more methods
comum to prims and characters acessible via PhysActor allowing for a more
uniform access. ...
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Temporary suspend collision checks on full stopped bodies, until a better
away is found wake them, avoiding spurius collision end and start events.
Until a nice way is found to avoid them, this may cause some higher cpu load. plus some clean up
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some clean up
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12rad/s
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to be called with scene still calling simulation, that should be changed,
for now added a check for a valid world in ode simulation
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Effective. Increase a bit world damping of velocities
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destrution so there are no 'leaks'.
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freemove() is called
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bad effects, so needs some more testing
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similiar to parts. Let same thread do it all ( like in parts ) ( to change this some structs copies must be added)
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collisions report information.
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collision_end event can be triggered. Changed reports rate to the requested rate and not full ode rate.
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motors decay times
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colisions, to reduce a bit bouncing inerent to colisions.
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boxs fail badly. (ode lib problem. chode just may support a bit higher velocity due to the use of tilt).
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dinamic larger more identical to static.
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UpdatePositionAndVelocity() from move() so it's done at end of each ode step and when it reports positions to core. There should be no need to check in both places. - Addforce() and AddAngularForce now apply a force if parameter pushforce is true or apply a impulse if false as it's actually needed (the prims grab case should be a force)
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significant change like new 'velocity' or new position, etc, requests
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prim and not center of mass ( as SL docs said) updated some flags to current ones
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