| Commit message (Collapse) | Author | Files | Lines |
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Update BulletSim DLLs and SOs with simplier step function interface.
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whether the process is 32-bit or 64-bit
In theory, this means that a 64-bit Windows OS user can now run OpenSim.exe with ODE and use more than 2 (or 3) GB of memory.
However, this is completely untested since I don't currently own a 64-bit Windows box. Feedback appreciated.
Using OpenSim.32BitLaunch.exe should continue to work. Other platforms are unaffected.
This will currently not work with sqlite - I will add that too if this works.
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allowing the decoded sculpt map cache path to be defined in
the configuration files.
Use DecodedSculpMapPath in the [Startup] section to set
the path. The default is still ./bin/j2kDecodeCache
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LICENSE.txt.
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* This pushes an identifier for the OpenSim scene to the physics scene. This allows log messages from the physics scene to identify which OpenSim scene they relate to.
* Thanks Gerhard
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* move the directory choice for plugins outside into RegionApplicationBase
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of bin/Physics
* This is primarily to see if not loading ODE in the unit tests will allow them to proceed, though the option of separate loading is probably a good thing in itself
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* This is a HUGE OMG update and will definitely have unknown side effects.. so this is really only for the strong hearted at this point. Regular people should let the dust settle.
* This has been tested to work with most basic functions. However.. make sure you back up 'everything' before using this. It's that big!
* Essentially we're back at square 1 in the testing phase.. so lets identify things that broke.
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stdin)
*Fixed bug that would crash the simulator if there were two physics/meshing engines loaded with the same name.
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of some of the parameters we pass to it's constructor now like, 'm_allowPhysicalPrim', 'seeIntoOtherRegions', etc.. so on
* The main purpose of this is to provide configuration options for ODE and other physics plug-ins that are advanced enough to be able to be configured.
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(this took a while to run).
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If no scriptengine is specified then don't try to load any.
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Changed LogBase to ConsoleBase, which handles console I/O.
This is mostly an in-place conversion, so lots of refactoring can still be done.
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* shortened references
* Removed redundant 'this'
* Normalized EOF
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looks okay, and doesn't seem to break anything. Just move around to stand up.
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notice of doom
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* Addition of Gerhard's ZeroMesher.
* Addition of meshing OpenSim.ini parameter
* Some modifications to the Meshmerizer
* Meshmerizer set to default meshing plugin because ZeroMesher needs a memory locking fix. We'll switch it back after the memory locking issue is resolved.
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* Experimental. Linux Prebuild needs testing.
* One more update after this to remove the ODEMeshing directory....
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* Shortened type references
* Removed redundant 'this' qualifier
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the ChatModule by MW and myself. Couldn't find Adam online
after that rev went in.
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* Sqlite Storage Engine now supports terrain -- however be aware that every terrain revision stored will at 512KB to your database file. At the moment it is storing every revision from the first.
* Fixed an issue where by noverbose mode would display lots of useless junk. Noverbose mode is now quite usable.
* Fixed a whole bunch of console message issues such as naming and categorisation
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debugging)
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should equal project and directory.
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Scene.cs, as any changes to prims (like size or position changes) are only updated to the physics engine when you restart opensim. Also prims aren't deleted from the physics engine. These shouldn't be hard to fix.
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projects combined, all 'never used' things)
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* Renamed PhysicsManager to PhysicsPluginManager because it is.
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* added some licensing info
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* Hid NullPhysicsScene for great justice
* Fixed broken Grid build
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