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2012-03-05 update ubitOdeUbitUmarov4-78/+297
2012-03-05SL compatibility - return only points on segemtn, not ray in llCastRayMelanie1-0/+5
2012-03-05A stab at making llEjectFromLand work in all casesMelanie1-3/+10
2012-03-04update UbitOdeUbitUmarov5-65/+69
2012-03-04update UbitODEUbitUmarov3-36/+55
2012-03-04Zero velocity when drag-copyingMelanie1-0/+2
2012-03-02This still causes terrain artefactsMelanie1-3/+3
Revert " fix my bug on ChODE terrain heightmap build" This reverts commit aa77d1d486f11da7dc841190f1ca85e085d0d648.
2012-03-02This still causes terrain artefactsMelanie1-3/+1
Revert " fix the last fix. Regions are square but... Also remove the 0.5 offset in map position. It was apparently needed to fix we having nsamples = size and not size + 1." This reverts commit 15bc539bd49e7a09c1ec6e539871cde5eee6032e.
2012-03-02update ubitODEUbitUmarov1-15/+45
2012-02-29ubitODE bug fixUbitUmarov1-1/+1
2012-02-29 update ubitODE to current working stateUbitUmarov2-113/+199
2012-02-29fixUbitUmarov1-1/+3
2012-02-29chODE: bad meshs get a a basic box or sphere geom with setted prim size. ↵UbitUmarov2-503/+148
They will not colide if non-physical and Will collide with land if physical. assume UNTESTED
2012-02-28 made box a little largerUbitUmarov1-6/+6
2012-02-28A few blind changes to go try to go around bad mesh little box replacement failUbitUmarov1-67/+50
2012-02-28Fix and hook up llTeleportAgentMelanie3-1/+7
2012-02-28Implement llTeleportAgentMelanie1-0/+22
2012-02-28Really dirty hack to make sims start. Causes errors but the ting runs. RemoveMelanie1-1/+5
when fixed right.
2012-02-27 Let inworld meshs colide as such and not as basic prim all the time. ↵UbitUmarov2-5/+10
Removed also LOD, and outerskin on colision meshs.
2012-02-27Fix vehicles going physical stopping llTargetOmega parts (boat radar)Melanie1-3/+5
2012-02-27Fix NPC appearance setting to include attachments againMelanie1-1/+4
2012-02-27 update ubitODE to my current working stateUbitUmarov4-568/+378
2012-02-26Make llSetKeyframedMotion prims waut at the borders of down sims and try againMelanie2-0/+18
periodically.
2012-02-26added in chODE GeomTriMeshDataDestroy to explicity release internal trimesh ↵UbitUmarov2-3/+41
data.
2012-02-26Move KeyframeMotion from SOG to SOP because we can't persist it anyMelanie8-41/+75
other way because SOG doesn't technically exist in the DB
2012-02-26Implement proper selection behaviorMelanie3-2/+37
2012-02-26Implement KeyframedMotion selection behaviorMelanie3-2/+37
2012-02-26Fix deserialization of Buoyancy, Force and Torque. Remove debug from the newMelanie5-11/+9
code.
2012-02-26Fix an infinite recursion caused by checking the wrong values forMelanie1-24/+27
Buoyancy, Force and Torque
2012-02-26Serialize Keyframe motion for region crossingsMelanie4-4/+96
2012-02-26Zero force and torque on take so that items don't run away when rezzedMelanie1-0/+2
2012-02-26Implement llSetKeyframedMotion. No persistence, no region crossing. Yet.Melanie9-2/+493
2012-02-25 changed SOP Force and Torque, adding XML (de/)serialization, also changed ↵UbitUmarov3-35/+98
Buoyance. PLEASE trap deserialization from inventory etc, making force and torque vector3.Zero, unless we want then to rez moving. (needs checking/testing as usual)
2012-02-25Delay the sending of the initial werables update until the inventory andMelanie2-8/+12
VFS in the viewer are ready. We're much faster than SL and that exposes this race condition. Also reinstate the extra avatar data send on login
2012-02-24 replace bad meshs by a small cube and log it.UbitUmarov1-5/+21
2012-02-24Try not to send the avatar updates on login. This may mean loggin in withMelanie1-1/+2
invisible attachments again but could help the appearance issues.
2012-02-24 stop using useless geom tricallback.UbitUmarov1-1/+2
2012-02-24Add a cache on GridService requestsMelanie1-0/+10
2012-02-23Prevent a nullref when nonphysical motion objects cross sim boundariesMelanie1-1/+1
2012-02-23Partially apply the core banlines fixMelanie2-6/+9
2012-02-23Try to resolve some problems with viewers crashing after hitting parcel ↵Justin Clark-Casey (justincc)3-16/+41
banlines or freezing on the banline. This involves 1) On forcible teleport, call m_scene.RequestTeleportLocation() rather than ScenePresence.Teleport() - only EntityTransferModule now should call SP.Teleport() 2) When avatar is being forcibly moved due to banlines, use a 'stop movement' tolerance of 0.2 to requested position rather than 1 This prevents the avatar sometimes being stuck to banlines until they teleport somewhere else. This aims to fix some problems in http://opensimulator.org/mantis/view.php?id=5822
2012-02-23Correct sit position calculationsMelanie1-2/+2
2012-02-23Fix preserving the animation state of a crossing seated avatarMelanie1-2/+10
2012-02-23Properly sequence updates of avatars and attachments so that we don'tMelanie2-0/+11
update attachments on child avatars or intermingle agent and attachment updates, which would render the root prim of huds invisible
2012-02-23Show avatars as sitting on proot prims only to avoid motion jitterMelanie1-5/+31
for passengers
2012-02-23Add a position parameter to region crossing of objects. This avoids theMelanie8-18/+25
potential bad update that places an object at the opposite side of the origin sim for a moment before actually crossing it. Especially important in grids like OSG where lag between sims is high.
2012-02-23 fix the last fix. Regions are square but... Also remove the 0.5 offset in ↵UbitUmarov1-1/+3
map position. It was apparently needed to fix we having nsamples = size and not size + 1.
2012-02-23 fix my bug on ChODE terrain heightmap buildUbitUmarov1-3/+3
2012-02-23Add permission checks to scripted object movements, which didn't respect bansMelanie3-1/+59
and parcel settings until now. Add llSetRegionPos() function according to LL spec
2012-02-22Count agents for LSL instead of relying on SceneGraph to have the correctMelanie1-1/+7
value. Fixes a reported glitch.