| Commit message (Collapse) | Author | Age | Files | Lines |
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LICENSE.txt.
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Migrate sculpt meshing code to primMesher version. This should result in more accurate physical sculpted prim proxies.
Remove much obsolete code from Region/Physics/Meshing
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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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quaternion->matrix->vertex*matrix->vertex code with a direct transformation.
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massaging OSHttpRequestPump to not abort on exceptions...
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* commenting out unused variables
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some tori/ring parameters. Thanks Dahlia!
* Some situations do not match the client's render of the tori, we know and are working on it. This is an initial support patch, so expect it to not be exact.
* Some tapers are acting slightly odd. Will fix.
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* A tweak of the SimStatsReporter so it would report the prim capacity to be 45000.
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a split facet icosahedral geodesic sphere that's scaled.
* In other words, you can stretch spheres into oblong shapes now and watch them roll around like a football would.
* Still can't cut, twist or profile cut spheres yet.
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* shortened references
* Removed redundant 'this'
* Normalized EOF
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* Experimental. Linux Prebuild needs testing.
* One more update after this to remove the ODEMeshing directory....
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