| Commit message (Collapse) | Author | Age | Files | Lines |
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triangles having zero width) and output an error rather than
throwing and exception.
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asset is not found.
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Conflicts:
OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
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and, for the moment, default to 'off'.
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invisible barriers in sculptie doorways (Mantis 6529).
Bump up level-of-detail for physical meshes to 32 (the max). This
fixes the invisible barriers that showed up in prim cut arches.
NOTE: the default LOD values are removed from OpenSimDefaults.ini.
If you don't change your OpenSimDefaults.ini, you will continue
to see the arch problem.
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that was in BSScene to BSParam. Remove unused parameters that were passed to the unmanaged code. Update DLLs and SOs for the new param block.
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down vehicle.
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Conflicts:
OpenSim/Data/MySQL/MySQLSimulationData.cs
OpenSim/Framework/Servers/VersionInfo.cs
OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
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This is mostly Bluewall's work but I am also bumping the general version number
OpenSimulator 0.7.5 remains in the release candidate stage.
I'm doing this because master is significantly adding things that will not be in 0.7.5
This update should not cause issues with existing external binary DLLs because our DLLs do not have strong names
and so the exact version match requirement is not in force.
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child prim physical positions to get out of sync with the view.
More reliably compute the offset of children in a physical linkset.
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when individual child pos/rot changes were implementated a week or so ago.
Remove some passing of inTaintTime flag when it was never false.
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physical by delaying setting until pre-step time. Change vehicle.Refresh()
to schedule the pre-step setting.
Comments and updating of TODO list.
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in the PhysicsActor base class.
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Conflicts:
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
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for physical objects. Non-physical objects can go anywhere they want.
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Increase terrain collision margin to help vehicles from tunneling
into same.
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on a moving object.
Rearrange pre/post action subscription code to put more in locks.
Add meshmerizer params to BulletSimTestUtil scene creation (and fix line endings).
Rebuilt version of DLLs and SOs with cleaned up code and no profiling for sure.
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to unmanaged code.
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Disable vertical attraction for vehicles by default (for the moment).
Fix bug where vehicle would go crazy when velocity got above a
certain speed.
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on the ground. Set defaults for vehicle factors to one. Debug logging changes.
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and angular force factors now default to less than 1 (0.2) vehicle friction and restitution now default to low values
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vehicle to use post step event for logging.
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are on the ground. Makes them a little more stable.
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Conflicts:
OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
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Sometimes settling of a vehicle from gravity introduces small
velocities that need to be kept.
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contact processing threshold since the first didn't solve tunneling
problems but used resources and the latter caused instabilities.
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below terrain. If the position is being corrected because it is out
of bounds, all other movement rules are out the window.
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from the console.
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BulletXNA.
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making the bulletXNA engine work again.
* The only thing that had an issue was when creating a new RigidBody, BulletXNA didn't know the type SimMotionState and the upcast type is unknown in the constructor. Therefore, I had to update the IMotionState with a new method 'SetBody'. All of the duplicated type information has been removed and BulletXNA is not relying on any non-standard types external to the library.
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into the physics check patch for now since physics doesn't properly return land for some reason (as tested by Nebadon)
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Conflicts:
OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
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This doesn't seem to help the vehicle stability.
Rename vehicle internal variables adding a "V" or "W" so it is clear
when coordinates are vehicle or world relative.
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