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Implemented that method in ODE plugin.
Hooked it up so when deleting/taking prims into your inventory they will be removed from physics engine.
Enabled the other physics hook ups in Scene.cs (and also added registering prims with physics plugin when they are rezzed from Inventory.)
So now to get the avatar to prim collision testing working, just change to use the ODE plugin (in the OpenSim.ini file, physics = OpenDynamicsEngine). Remember though ODE only really works (without problems) when running with a single region.
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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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need for collisions. not hooked in yet.
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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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should make sure the wiki is updated.
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updated Axiom.MathLib.dll.
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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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which in turn have a Shape object (currently PrimitiveBaseShape). The plan is only for the SceneObject to interface with the physics engines. As a physics Entity should be able to have mulitple shapes connected to it.
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*Removed .user, .suo, and unneccessary files in /bin/Physics/
*OpenSim.sln should compile with nant and on windows now
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