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* *Huge* structural changes in ODE/OdePrim to get all of the calls in ↵Teravus Ovares2007-11-201-0/+3
| | | | | | | threadlocked code. ODEPrim was almost completely re-written. Copy/Space test needed.
* * Implemented Walk Vs Run in ODE. Also helps make the walk look smoother.Teravus Ovares2007-11-121-1/+5
| | | | | * All thanks to unimplemented packet listing :D
* * Added a lot of Glue to help with reporting proper collisions.Teravus Ovares2007-11-121-2/+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.
* set svn:eol-styleJeff Ames2007-11-111-161/+161
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* * Moves the Meshmerizer to a separate pluginTeravus Ovares2007-11-102-31/+275
| | | | | | * Experimental. Linux Prebuild needs testing. * One more update after this to remove the ODEMeshing directory....
* * Added an internal throttle on ODE physics updatesTeravus Ovares2007-11-091-0/+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.
* * Moved BulletX off of the 'constant terse update' method. It now only ↵Teravus Ovares2007-11-091-0/+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.
* * Added Rotational Velocity reporting for Client Interpolation to Terse UpdatesTeravus Ovares2007-11-081-0/+6
| | | | | * Added Angular Velocity reporting for smooth-ish rotations on object collisions
* physical prims AND other changes in ODE (Teravus) -- note this is experimental!dan miller2007-11-051-0/+1
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* prim cuts in ODEdan miller2007-11-051-0/+9
| | | | | | | | Much thanks to Gerhard! Merged with Darok's recent changes re: physical prims
* Modifications for prim movement. For now only in Mod. BulletX, but i think ↵darok2007-11-031-51/+24
| | | | it can be easy to add to ODE. Enjoy kick the prims and be careful with the falling ones ;D
* Changes in BulletXPlugin: Added new class BulletXActor class inherits from ↵darok2007-11-031-41/+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.
* Partialy fixed a bug with collisions in BulletXPlugin.darok2007-11-011-37/+19
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* Changes in BulletXPlugin: Added new class BulletXActor class inherits from ↵darok2007-11-011-289/+312
| | | | PhysicsActor and it's the ancestor for BulletXCharacter and BulletXPrim.
* Thank you Teravus, very much, for a 'jump', 'crouch' and 'inertia' patch for ↵Charles Krinke2007-10-311-1/+13
| | | | all three physics plugins.
* * Optimized usingslbsa712007-10-302-268/+345
| | | | | | * Shortened type references * Removed redundant 'this' qualifier
* as per the "Filesystem cleanup for OpenSim repository" mailing list thread. ↵MW2007-10-291-1/+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.
* * Applied patch #418 : copyright-r2012.patch - some errors, but got most thrulbsa712007-10-151-0/+28
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* applied Darok"s BulletXPlugin changes 003.patchdan miller2007-10-071-99/+365
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* Hollow prims (box only), thanks Gerard! Enjoydan miller2007-09-291-4/+10
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* remove autogenerated filesSean Dague2007-09-111-66/+0
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* Added part 3 of Darok's BulletX patch. The bulletX plugin is now a project ↵MW2007-09-111-90/+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.
* mass update of urls in source code to new websiteSean Dague2007-09-102-2/+2
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* Part 2 of Darok's BulletX patches.MW2007-09-041-135/+115
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* Part 1 of Darok's BulletX patches.MW2007-09-041-16/+39
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* mass update of files to have native line endingsSean Dague2007-07-301-65/+65
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* Think I've recovered my deleted files, so hopefully it works now. MW2007-07-221-0/+66
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* changed to native line ending encodingSean Dague2007-07-162-590/+590
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* Part two of Darok's Bullet physics plugin: added the actual plugin, although ↵MW2007-07-132-0/+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.