| Commit message (Collapse) | Author | Age | Files | Lines |
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efect on all prims.
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to prim. Only have efect on root prim. Density doesn't get effect
imediatly, only on next change of size or shape. density change
implies a full body rebuild to be done later, after reducing the number
of sets sop does. Other parameters should work. **** mainly untested ***
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default cmf
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spurius faces. CHanged several aspects. Fixed prims inertia that was too
low, still using box as model. Increased number of quickstep SOR
iterations to 15. Keep it 15 even on heavy load ( will only jump
simulation time).
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applying an upward motion when stuck in things on the Z
* Comments describe how it filters out good, normal collisions, from 'stuck' collisions.. It's especially sensitive in feetbox collisions since this is where normal collisions happen under usual circumstances.
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This fits within Ubit's framework of multi-body collisions, just moves the reactive force to the Midboxgeom(actual detection) instead of the bigbox geom(pre detection)
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The symptom was exceptions while creating physical terrain.
Reduce default terrain mesh magnification to 2 from 3 because the
higher resolution uses a lot of memory and doesn't solve the terrain
smoothness for vehicles.
Added comments here and there and improved some debugging log messages.
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Check for the case where the fetched mesh asset fails meshing (degenerate
triangles or no physical mesh). In this case, the asset is marked 'failed'
and BulletSim doesn't keep trying to fetch over-and-over trying to get a
good asset.
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Conflicts:
OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
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arithmetic to compute the shortest path between the current tilt
and vertical.
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requested quicker than the asset fetcher returns and thus falsely reporting that an asset was not fetched and defaulting the assset to a bounding box.
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hull count for simple (non-cut prims) meshes.
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Conflicts:
OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
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seem to be lots of sculpties with this problem while the condition really doesn't
change region operation.
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TerrainMeshMagnification controls number of vertices generated per
heightmap point. Default is 3.
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contact processing threshold for static object as well as mesh terrain.
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Grade, Other features when implemented should slow it down for now be Strong with Vertical Angular attraction setting and conservative with Angular Velocity on X axis)
Signed-off-by: Robert Adams <Robert.Adams@intel.com>
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Conflicts:
OpenSim/Framework/Servers/BaseOpenSimServer.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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VehicleOrientation application fixing the problem with the vertical attractor pushing vehicles nose first into ground when tilted on side.
Signed-off-by: Robert Adams <Robert.Adams@intel.com>
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values are not even used.
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regions when there are no region neighbors.
Add some terrain location processing routines to support above.
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Conflicts:
OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
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Unlike a much earlier commented out version of this test, this is done in synchronous mode.
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maximum velocity and angular velocity values for prims.
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Conflicts:
OpenSim/Framework/RegionLoader/Web/RegionLoaderWebServer.cs
OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
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be fetched.
Update TODO list.
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to eliminate some of the "cannot find terrain height" warning messages.
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by default. Like more debugging is needed.
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Updated the DLLs and SOs and code for BulletXNA to create the types.
All the detailed control calls are not all in place yet.
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(like vectors or quaternions).
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they stop moving.
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funny unit that is 100 times real density (default 1000).
Fix avatar drifting slowly when stationary flying.
Fix for physical prims getting corrected for being under terrain when it was
just its geometric center that was below terrain.
Add PreUpdatePropertyAction allowing plugable modifiction of phys
parameters returned from Bullet.
Fix an exception setting GravityMultiplier on initialization.
Update DLLs and SOs for good measure (no functional change).
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