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2008-01-15* Mother of all commits:Adam Frisby1-1/+1
* Cleaned up copyright notices in AssemblyInfo.cs's * Added Copyright headers to a bunch of files missing them * Replaced several common string instances with a static constant to prevent reallocation of the same strings thousands of times. "" -> String.Empty is the first such candidate.
2007-12-27* Optimized usingslbsa711-82/+124
* shortened references * Removed redundant 'this' * Normalized EOF
2007-12-19* Re-did the mass calculations in ODE for Prim Teravus Ovares1-3/+43
* Exposed the mass as a PhysicsActor read only property (so scripts can get at it - hint hint -) * Hollow and Path Cuts affect the prim mass (all Hollow Types are supported in this calculation (sphere,square,triangle)) * Prim no longer sink into the ground.
2007-12-12* Added some simstats to fill the simulator pane of the Statistics monitor.Teravus Ovares1-1/+7
* I stress, this is an initial implementation and the Agents(Child and Root) are definately obviously incorrect.
2007-12-10saved OpenSim source code from the giant rampaging unterminated copyright ↵Jeff Ames1-1/+1
notice of doom
2007-11-20*Huge* structural changes in ODE/OdePrim to get all of the calls in ↵Teravus Ovares1-0/+3
threadlocked code. ODEPrim was almost completely re-written. Copy/Space test needed.
2007-11-12* Implemented Walk Vs Run in ODE. Also helps make the walk look smoother.Teravus Ovares1-1/+5
* All thanks to unimplemented packet listing :D
2007-11-12* Added a lot of Glue to help with reporting proper collisions.Teravus Ovares1-2/+27
* ODE - Fixed the iscolliding property to report a static true when colliding. * Added reporting of collisions to call UpdateMovementAnimations * Added Jump - air animation (with arms outstretched). * Added Fall Animations * ODE - Added a small amount of X, Y motion control while jumping or Falling * ODE - Avatar movement animations are still a bit odd sometimes, and had to get this up there.
2007-11-10* Moves the Meshmerizer to a separate pluginTeravus Ovares1-31/+114
* Experimental. Linux Prebuild needs testing. * One more update after this to remove the ODEMeshing directory....
2007-11-09* Added an internal throttle on ODE physics updatesTeravus Ovares1-0/+5
* Added a ThrottleUpdates member to PhysicsActor to expose 'throttle' ability to the Scene. * Updated the ode.dll file with a fix to invalid data passed to ODE's heightfield collision calculator.
2007-11-09* Moved BulletX off of the 'constant terse update' method. It now only ↵Teravus Ovares1-0/+26
sends terse updates when needed. * Removed the 'constant poll method' from SceneObjectPart.cs - It was bad :P * Updated some Masses in ODE to help large prim slow down by friction easier.
2007-11-08* Added Rotational Velocity reporting for Client Interpolation to Terse UpdatesTeravus Ovares1-0/+6
* Added Angular Velocity reporting for smooth-ish rotations on object collisions
2007-11-05physical prims AND other changes in ODE (Teravus) -- note this is experimental!dan miller1-0/+1
2007-11-05prim cuts in ODEdan miller1-0/+9
Much thanks to Gerhard! Merged with Darok's recent changes re: physical prims
2007-11-03Modifications for prim movement. For now only in Mod. BulletX, but i think ↵darok1-51/+24
it can be easy to add to ODE. Enjoy kick the prims and be careful with the falling ones ;D
2007-11-03Changes in BulletXPlugin: Added new class BulletXActor class inherits from ↵darok1-41/+25
PhysicsActor and it's the ancestor for BulletXCharacter and BulletXPrim.Physical modifications: Changes for pass the value of Physical flag in the SceneObjectPart class to the Physics engines. New call for AddPrimShape so it has a new parameter called "isPhysical". The old call will be obselete soon (i believe). PhysActor and its descendants have a new property called IsPhysical. By the way no new special funcionallity added. It's more like preparing the way for new modifications.
2007-11-01Partialy fixed a bug with collisions in BulletXPlugin.darok1-37/+19
2007-11-01Changes in BulletXPlugin: Added new class BulletXActor class inherits from ↵darok1-289/+312
PhysicsActor and it's the ancestor for BulletXCharacter and BulletXPrim.
2007-10-31Thank you Teravus, very much, for a 'jump', 'crouch' and 'inertia' patch for ↵Charles Krinke1-1/+13
all three physics plugins.
2007-10-30* Optimized usingslbsa711-257/+332
* Shortened type references * Removed redundant 'this' qualifier
2007-10-29as per the "Filesystem cleanup for OpenSim repository" mailing list thread. ↵MW1-1/+1
Have flattened the OpenSim.Framework project/namespace. The problem is that the namespace is still wrong as its "OpenSim.Framework" while the directory is "OpenSim\Framework\General" , so we need to decide if we change the directory or correct the namespace. Note this has lead to a big flat project, but I think a lot of the files we most likely don't even use any longer. And others belong in other projects/namespaces anyway.
2007-10-15* Applied patch #418 : copyright-r2012.patch - some errors, but got most thrulbsa711-0/+28
2007-10-07applied Darok"s BulletXPlugin changes 003.patchdan miller1-99/+365
2007-09-29Hollow prims (box only), thanks Gerard! Enjoydan miller1-4/+10
2007-09-11Added part 3 of Darok's BulletX patch. The bulletX plugin is now a project ↵MW1-90/+485
in the opensim build/solution. To use change the physics setting in opensim.ini to "modified_BulletX". At the moment I have been unable to test this as when using the bulletX plugin for me opensim is using 100% of processor.
2007-09-10mass update of urls in source code to new websiteSean Dague1-1/+1
2007-09-04Part 2 of Darok's BulletX patches.MW1-135/+115
2007-09-04Part 1 of Darok's BulletX patches.MW1-16/+39
2007-07-16changed to native line ending encodingSean Dague1-534/+534
2007-07-13Part two of Darok's Bullet physics plugin: added the actual plugin, although ↵MW1-0/+534
haven't added the project to prebuild.xml yet. Also might have messed up some of the SVN properties on some of the folders, so if the cleaning lady has to come in again, I just hope she doesn't moan.