| Commit message (Collapse) | Author | Age | Files | Lines |
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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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This patch html escapes responses going to IE so that they cannot be
interpreted as HTML if the response type is "text/plain". This has no
effect if the reponse type has been set to "text/html" by
osSetContentType
Signed-off-by: nebadon <michael@osgrid.org>
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to the fetch URL to return the data in JSON format. Also adds a simple
'sim.html' that uses JavaScript to display the JSON data. Not pretty
but an example.
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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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working', and if you look deep enough, you see that the results are not really stable depending on the direction of the ray.
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Hopefully will fix windows build via compile.bat
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now as they appear to cause failures with testing in jenkins.
These tests are not very useful anyway as they never actually get a chance to try termination before the script runs out of stack
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deprecated in later .net versions
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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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Conflicts:
OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
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and vehicles and clean up code by removing their kludgyness.
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make llGiveMoney async so the script thread is not held up waiting for comms
to an external server.
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Pass through old angular velocity making for smoother transitions.
Remove some old kludges for angular motion (damping and rotvel suppression).
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without rebuilding the whole compound shape. Should make vehicles move
smoother.
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routines on the physics engine. Won't make a difference for any
existing scripts since ODE always returned Vector3.Zero.
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when should be standing.
Modify angular force routines to be the same pattern as linear force routines.
BulletSim vehicle turning is scaled like SL and is DIFFERENT THAN ODE!!
Fix some bugs in BSMotor dealing with the motor going to zero.
Add a bunch of parameters: MaxLinearVelocity, MaxAngularVelocity,
MaxAddForceMagnitude, VehicleMaxLinearVelocity, VehicleMaxAngularVelocity,
and most of the values are defaulted to values that are larger
than in SL.
Use the new parameters in BSPrim, BSCharacter and BSDynamic.
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stopping walking. Consolidate movement tests into the one prestep motion action
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properly if the vehicle moves during vehicle actions.
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to better use them for incremental updates.
Modify prim and character to use the new motors.
Simplify the vehicle linear movement code to just update the velocity
directly or the basic movement.
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BulletSPlugin using the BulletXNA Bullet physics engine. It also updates the BulletXNA library to be compatible with the changes. OpenSimDefaults has been updated to describe how to switch engines and terrain implementations.
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OpenSimDefaults.ini / section [IRC]
http://opensimulator.org/mantis/view.php?id=6470
idea: https://github.com/ssm2017/IrcBridgeAlert
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sit on a prim we're already sat upon, rather than looking up the part from scratch.
An adaptation of commit 055b8a2
Having both ParentID and ParentPart references now is redundant. ParentID should probably be eliminated.
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This is required because some threads are created in the constructor, so assigning the name afterwards would be too late.
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destructor.
Hopes to address occasional shutdown failures from http://opensimulator.org/mantis/view.php?id=6503
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New constants for llGetObjectDetails OBJECT_CHARACTER_TIME,
OBJECT_ROOT, OBJECT_ATTACHED_POINT, OBJECT_PATHFINDING_TYPE,
OBJECT_PHYSICS, OBJECT_PHANTOM and OBJECT_TEMP_ON_REZ
also Pathfining constants, 3 of which are used by llGetObjectDetails
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The type of the keys returned by llGetAgentList corrected to LSL_Key
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region where there is more than one region on the simulator.
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Setting this logs extra information about animation add/remove, such as uuid and animation name
Unfortunately cannot be done per client yet
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default animation but continue to allow scripts to do so.
This keeps the fix from http://opensimulator.org/mantis/view.php?id=6327
and fixes the behaviour regression in http://opensimulator.org/mantis/view.php?id=6483
Animations may still exhibit different behaviour if both scripts and clients are adjusting animations.
A change in the behaviour of client AO to not remove all animations may be a better long term approach.
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OpenSimulator is VERY sensitive to changes in avatar velocity and
will send an avatar update message when velocity changes more than
0.001m/s. This significantly reduces the number of avatar update messages by
smoothing the avatar velocity returned by Bullet.
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non-active. This turns off 'setForce', 'setTorque' and 'moveToTarget'
when the object is selected or made non-physical.
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Adding additional return status for JsonRpcMethod. Now returns true/false
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can use to know if the object is currently active.
Code cleaning including use of Util.ClampV function.
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