| Commit message (Collapse) | Author | Age | Files | Lines |
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Conflicts:
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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Conflicts:
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
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require perms and have higher threat level
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and what is in OpenSimDefaults.ini. Comment and debug printout changes.
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children of BSPrim and BSCharacter.
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type changed.
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was using the child shape address at call time rather than the one created at taint time.
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no lag between what the vehicle code sees and what the physics engine is using.
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year ago.
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http://stackoverflow.com/questions/2519655/httpwebrequest-is-extremely-slow."
But the patch is here, in case anyone wants to try it.
This reverts commit 531edd51d82ecd6a842a2611c99e9919634491ef.
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http://stackoverflow.com/questions/2519655/httpwebrequest-is-extremely-slow.
Thanks R.Gunther (rigun@rigutech.nl) https://lists.berlios.de/pipermail/opensim-users/2012-September/010986.html
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Conflicts:
CONTRIBUTORS.txt
OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs
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object is attached from the scene.
Enables previously disabled regression test.
Based on SingpostMarv's patch in http://opensimulator.org/mantis/view.php?id=6302 but I prefer a simpler approach that does not expose a resume scripts option right now.
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destroyed. This fixes many problems with physical linksets.
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keep the creation of constraints separate from runtime.
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use.
Added callbacks for shape and body changes in GetBodyAndShape() so the linkset
constraints can be picked up and restored. A better design might be to have
a "prim shape changed" event. Think about that.
Added constraint types to general constraint class.
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going back now.
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pointers at runtime and at taint-time. Now passes the body into the
taint.
Vehicles zero inertia when active to eliminate Bullet's contribution
to vehicle motion.
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Static objects are set to ISLAND_SLEEPING rather than DISABLE_SIMULATION.
Might reconsider this and, alternatively, have dynamic objects force activation.
Clean up use of DetailLog().
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Rearrangement and cleanup of shape collection code. Much more readable.
Enabling and use of collision filters and masks.
Addition of ID to body creation BulletSimAPI calls so always set in
shape for collision reporting.
Change default of ShouldSplitSimulationIslands and ShouldRandomizeSolverOrder
from 'false' to 'true'. When 'false', this suppresses NO_CONTACT_RESPONSE
which makes volume detect fail.
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so the members case is consistant. Caused modifications everywhere.
New logic in BSShapeCollection to track use and sharing of shapes.
I just reslized, though, that shapes cannot be shared because the
shape's UserPointer is the localID of the prim and is required
for tracking collisions. More changes coming.
Added DuplicateCollisionShape2() to API and changed BuildNativeShape2
to take a ShapeData structure so don't have to pass so many parameters.
This matches the latest version of BulletSim.dll.
Additions and removal of DetailLog() statements for debugging.
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collision shape
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Eliminate some null exceptions created adding the above code.
Add and remove some detailed logging statements.
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tracking in the C# code. Needed for the changing body type
(to and from GhostObjects) for volumeDetect.
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Fix avatar height calculation to properly account for the capsule ends.
Rearrange some locking in TerrainManager to eliminate possible race conditions.
Move DetailLog() definition into common BSPhysObject class.
Some variable renaming to make usage clearer (refactor.rename makes this so easy).
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and into the parent class BSPhysObject.
Rework collision logic to enable extra collision after done colliding.
Rename 'Scene' to 'PhysicsScene' to differentiate it from the simulator 'Scene'.
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This reveals that the event is not being fired when an object is attached from ground, which is incorrect.
This check is temporairly disabled.
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