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| * | Formatting cleanup.Jeff Ames2009-10-015-10/+10
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| * | Add copyright header. Formatting cleanup.Jeff Ames2009-09-292-2/+2
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* | | Merge branch '0.6.7-post-fixes' into vehiclesKitto Flora2009-09-306-191/+257
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| * | corrections to viewerMode AddPos()dahlia2009-09-252-1/+40
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| * | Meshmerizer stores dictionary of unique Meshes keyed on construction ↵Dan Lake2009-09-243-78/+95
| | | | | | | | | | | | | | | | | | parameters. CreateMesh() returns a Mesh from the dictionary or creates a new Mesh if it has not been created before. Meshes are never purged from the dictionary. The raw Mesh data is discarded once the memory is pinned for ODE use. All copies of the same prim/mesh use the same pinned memory. ONLY IMPLEMENTED AND TESTED WITH MESHMERIZER AND ODE Signed-off-by: dahlia <dahliaTrimble@gmailDotCom>
| * | modify BulletDotNETPrim.cs in preparation for Mantis #4181dahlia2009-09-241-112/+122
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* | | Commit initial version of KittoFlora's vehicle changesopensim2009-09-304-564/+1300
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* | Alternate algorithm for fixing avatar capsule tilt (Mantis #2905)nlin2009-09-181-60/+72
|/ | | | | | | | | | | | | Eliminate dynamic capsule wobble. Instead introduce a small, fixed tilt, and allow the tilt to rotate with the avatar while moving; the tilt always faces away from the direction of avatar movement. The rotation while moving should eliminate direction-dependent behavior (e.g. only being able to climb on top of prims from certain directions). Falling animation is still too frequently invoked. Ideally the tilt should be completely eliminated, but doing so currently causes the avatar to fall through the terrain.
* Add test to check behaviour if an iar is loaded where no user profile exists ↵Justin Clark-Casey (justincc)2009-09-091-16/+6
| | | | | | for the creators Disable generation of temporary profiles for now, instead record loading user as creator
* * Fix for GetTerrainHeightAtXY to make it compatible when ↵Teravus Ovares (Dan Olivares)2009-09-041-3/+4
| | | | Constants.RegionSize isn't 256
* * Fixes the function 'GetTerrainHeightAtXY'Teravus Ovares (Dan Olivares)2009-09-041-16/+26
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* eliminate unnecessary storage of mesh objects which are no longer necessary ↵dahlia2009-09-021-1/+0
| | | | after recent startup optimizations
* Add copyright headers. Formatting cleanup.Jeff Ames2009-09-031-2/+2
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* * One last attempt to get the bordercrossing/primcrossing/attachmentcrossing ↵Teravus Ovares (Dan Olivares)2009-09-022-1/+77
| | | | | | right in the new border framework. * This also contains some inactive preliminary code for disconnecting combined regions that will be used to make one root region a virtual region of a new root region.
* Thank you, dslake, for a set of patches to improve OpenSim startupMelanie2009-09-023-5/+15
| | | | and idle performance.
* Applying Mantis #4079. Thank you, dslakeMelanie2009-09-012-109/+57
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* Merge branch 'master' of ssh://MyConnection/var/git/opensimTeravus Ovares (Dan Olivares)2009-08-265-16/+14
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| * Add copy constructor to PhysicsVector.Jeff Ames2009-08-261-0/+5
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| * Formatting cleanup, minor refactoring.Jeff Ames2009-08-264-16/+9
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* | * It turns out that Physics heightmap values were being stored in managed ↵Teravus Ovares (Dan Olivares)2009-08-211-22/+27
| | | | | | | | memory in _heightmap and using multiple heightmaps caused them all to overwrite each other and the last one was the heightmap for all of the regions. This fixes that. It also reduces the terrain resolution to half.
* | * Fixes Terrain issues with combined regions.Teravus Ovares (Dan Olivares)2009-08-202-74/+137
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* | *remove conflictsTeravus Ovares (Dan Olivares)2009-08-181-9/+4
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| * Did I say that i don't like git? Remove some stuff that shouldn't haveMelanie2009-08-171-30/+8
| | | | | | | | gone in.
| * Add System.Xml reference to the console projectMelanie2009-08-171-8/+30
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| * Misc cleanup.Jeff Ames2009-08-161-9/+4
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* | * Some Physics Scene Changes to prepare for larger regionsTeravus Ovares (Dan Olivares)2009-08-184-52/+59
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* | Merge branch 'master' of ssh://MyConnection/var/git/opensimTeravus Ovares (Dan Olivares)2009-08-151-6/+4
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| * Formatting cleanup. Fix some compiler warnings.Jeff Ames2009-08-131-6/+4
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* | * part one of adding physics combiningTeravus Ovares (Dan Olivares)2009-08-152-0/+19
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* Minor: formatting cleanup.Jeff Ames2009-08-111-6/+4
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* Split BasicPhysics classes into separate files.Jeff Ames2009-08-113-415/+508
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* * Fix one physics crash for regions larger then 512mx512mTeravus Ovares (Dan Olivares)2009-08-081-1/+4
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* This is the second part of the 'not crash on regionsize changes'. This ↵Teravus Ovares (Dan Olivares)2009-08-075-7/+7
| | | | lets you configure region sizes to be smaller without crashing the region. I remind you that regions are still square, must be a multiple of 4, and the Linden client doesn't like anything other then 256. If you set it bigger or smaller, the terrain doesn't load in the client, the map has issues, and god forbid you connect it to a grid that expects 256m regions.
* * Remove hard coded 256 limitations from various places. There's no more ↵Teravus Ovares (Dan Olivares)2009-08-074-15/+50
| | | | 256m limitation within the OpenSimulator framework, however, the LLClient ClientView does not support regions larger then 256 meters so, if you try and make your region larger by setting Constants.RegionSize = 512; in OpenSim.Framework.Constants.cs, the terrain will not display on clients using the LLUDP protocol
* * Remove some mono compiler warningsJustin Clark-Casey2009-08-051-1/+2
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* starting to refactor path generation out of prim extrusiondahlia2009-08-031-2/+18
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* Flag certain meshes to avoid vertex list compaction. This should help speed ↵Dahlia Trimble2009-07-301-0/+2
| | | | up meshing time at startup.
* Formatting cleanup.Jeff Ames2009-07-232-3/+3
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* * Whoops, forgot the water heightfield.Teravus Ovares2009-07-222-2/+5
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* * Exclude heightfield geom from the raycast test. Teravus Ovares2009-07-222-1/+70
| | | | | * Fixes mantis #3922
* * nothing in this commit, re-triggering panda.. which crashed while testing.Teravus Ovares2009-07-211-1/+1
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* * Fixed a case where a prim was a NullPhysicsActor instead of an OdePrimTeravus Ovares2009-07-211-72/+100
| | | | | | * Commented logic that wasn't being used. * This should fix the errors in OdeScene.near
* * Created a way that the OpenSimulator scene can ask the physics scene to do ↵Teravus Ovares2009-07-198-1/+364
| | | | | | | | | a raycast test safely. * Test for prim obstructions between the avatar and camera. If there are obstructions, inform the client to move the camera closer. This makes it so that walls and objects don't obstruct your view while you're moving around. Try walking inside a hollowed tori. You'll see how much easier it is now because your camera automatically moves closer so you can still see. * Created a way to know if the user's camera is alt + cammed or just following the avatar. * Changes IClientAPI interface by adding SendCameraConstraint(Vector4 CameraConstraint)
* Revert the nonessential part of r10033 to restore sanity to trampolinesMelanie Thielker2009-07-161-4/+6
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* * Tweaking collision reporting a little more in ScenePresence to not check ↵Teravus Ovares2009-07-161-2/+2
| | | | if the collisions will affect health if the avatar is invulnerable. (saves 3 loops)
* Fix for avatar falling through terrain when av_capsule_tilted=false, Mantis ↵nlin2009-07-151-8/+78
| | | | | | | | | | | | | | | | | #2905 This fix re-introduces a small tilt into the capsule to prevent avatar falling through terrain. Re-introduction of the tilt means that some direction-dependent behavior when walking over prims, but I have tried to minimize this. Additionally this commit allows the capsule to wobble slightly when being pushed around the terrain. This should make walking over prims easier, as the capsule can wobble and glide diagonally over the prim's edge, instead of rigidly being stopped vertically against the prim's face.
* Thank you, Twitch, for a patch to restore mayhem and murder to OpenSimMelanie Thielker2009-07-141-6/+6
| | | | | | Fixes Mantis #3888
* add a constructor overload and an AddPos method to SculptMeshDahlia Trimble2009-07-141-0/+33
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* Some improvements to prim face numbering - only affects viewers using PrimMesherDahlia Trimble2009-07-111-11/+17
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* Experimental fix for tilted avatar capsule, Mantis #2905nlin2009-07-082-7/+29
| | | | | | | | | | | | | | | | | | | | | | | Set av_capsule_tilted to false in opensim.ini. Default is true, so there is no change in avatar behavior (and no breaking of existing content which relies on the tilted capsule). This commit straightens up the avatar capsule so it behaves consistently (e.g. same collision behavior against prims regardless of which direction the avatar is coming from; ability to fit through narrow doorways). Please note this introduces other side effects which have not been fixed. In particular: * The avatar frequently falls through the terrain if it is not flat, though the avatar behaves pretty well on flat terrain. This requires investigation of the ode terrain collider. * The apparent foot position of the avatar with respect to the ground is changed. This requires investigation of the avatar height/capsule height. Please consider this as work in progress.