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2008-03-02* This is a very icky implementation of physical linkset prim using fixed ↵Teravus Ovares1-0/+8
joints. This will change quite drastically, however it's fun to play with. * To play with this you must link your prim before setting it physical, otherwise they won't link in the physics engine properly. This will also be fixed. * Currently the linked prim are extremely unstable because I have yet to implement combining of forces with the same normal. This will also be fixed. In fact, the whole PhysicsActor, ODEPrim relationship will be reworked to consider groups from the get-go. * This implementation is better then it crashing your sim, so I'm commiting it for now.
2008-02-23* Added Support within the ODEPlugin for Selected. Which means that;Teravus Ovares1-0/+5
* When you select a physical prim, it stops while you've got it selected. * When you move or alter a prim in some manner, it doesn't become collidable until you de-select it * When you select a prim, it doesn't become temporarily 'phantom' until you make some change to it while it's selected. (this prevents accidental selections in prim floor from causing it to go phantom on you(but don't move it or you'll fall)) * There's one major difference, and that's a physical object won't stop if you don't have permission to edit it. This prevents people who don't have edit permissions on a prim from stopping it while it's moving.
2008-02-20Minor cleanup.Jeff Ames1-4/+3
2008-02-18ODE: Tired of floating above the ground after crossing a border? Boy have I ↵Teravus Ovares1-1/+1
got a solution for you! For a limited time, you can be the right height after border crossings automatically. Just three easy payments of $9.95 and make sure your neighbor is sending child agent updates!
2008-02-17* Located and destroyed the weird velocity and rotation transfers. It ↵Teravus Ovares1-0/+5
turned out to be that the Static PhysicsVector.Zero was transferring velocities between all non fixed objects. Not so static after all :(. Finding it was cruel and unusual punishment from the CLR. * Therefore, when you run through a pile of prim you won't see things rotate when they're not supposed to anymore. * Avatars don't float off either.
2008-02-14* Made new Framework.Constants class, added RegionSize member.Adam Frisby1-1/+1
* Converted all instances of "256" spotted to use RegionSize instead. Some approximations used for border crossings (ie 255.9f) are still using that value, but should be updated to use something based on RegionSize. * Moving Terrain to a RegionModule, implemented ITerrainChannel and TerrainModule - nonfunctional, but will be soon.
2008-02-13* Bigish ODE stability Update. Run PrebuildTeravus Ovares1-0/+5
2008-02-13* Made physical prim stable enough for the general population to turn on. ↵Teravus Ovares1-1/+4
(though I still don't recommend it for welcome regions unless object build is off. * Updated the ode.dll for windows with a more reasonable stack space reserve. Linux users will need to type ulimit -s 262144 before starting up OpenSimulator if using Physical Prim to protect against stack collisions. or run the included ./bin/opensim-ode.sh to start up OpenSimulator in ODE mode. * Added internal collision score and am keeping track of 'high usage' prim. * Tweaked collisions some more * Tested up to 460 physical prim in extremely close quarters (which was previously impossible in OpenSim). After 460 in tight quarters, physics slows down enough to make it hard to do any moving, however.. non physics things still work, such as logging on to the simulator, etc.
2008-02-11* Added PhysicsScene.Dispose()Teravus Ovares1-0/+3
* In ODE, disposing of all of the ODE objects and the ODE World to reclaim memory when the simulator restarts.
2008-02-05Converted logging to use log4net.Jeff Ames1-1/+3
Changed LogBase to ConsoleBase, which handles console I/O. This is mostly an in-place conversion, so lots of refactoring can still be done.
2008-01-29* Implemented grab and throw in ODE. It's a little strong still so toss ↵Teravus Ovares1-0/+10
gently at first to test the waters or you'll lose prim to the pit at the edge of the sim. Make sure the object is physical before trying to toss it or it'll just move to the new location.
2008-01-29* Commenting out the 'collision notifications' on BulletX, as there hasn't ↵Teravus Ovares1-2/+2
been an update on bullet in a while and the console notifications consume the entire CPU to make bullet completely unusable.
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 usingslbsa713-99/+178
* 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 Ames2-3/+3
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.
2007-11-11set svn:eol-styleJeff Ames1-161/+161
2007-11-10* Moves the Meshmerizer to a separate pluginTeravus Ovares2-31/+275
* 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 usingslbsa712-268/+345
* 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
2007-09-11remove autogenerated filesSean Dague1-66/+0
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 Dague2-2/+2
2007-09-04Part 2 of Darok's BulletX patches.MW1-135/+115
2007-09-04Part 1 of Darok's BulletX patches.MW1-16/+39
2007-07-30mass update of files to have native line endingsSean Dague1-65/+65
2007-07-22Think I've recovered my deleted files, so hopefully it works now. MW1-0/+66
2007-07-16changed to native line ending encodingSean Dague2-590/+590
2007-07-13Part two of Darok's Bullet physics plugin: added the actual plugin, although ↵MW2-0/+590
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.