| Commit message (Collapse) | Author | Age | Files | Lines |
... | |
|
|
|
| |
(oops)
|
| |
|
| |
|
| |
|
| |
|
|
|
|
| |
function
|
| |
|
|
|
|
|
|
| |
* commenting out unused variables
|
| |
|
|
|
|
| |
spurious triangles in mesh
|
|
|
|
|
| |
Adds comments to some functions in Meshmerizer.cs.
|
|
|
|
|
|
|
| |
'System.OutOfMemoryException' was thrown .Void set_Capacity(Int32), with regards to sphere mesh. Thanks Dahlia!
* Also allows a sphere to be hollow with no cuts or dimples. (walking around inside the sphere).
|
|
|
|
|
|
|
| |
meshmerizer/ode (Initial Implementation) from Dahlia! Thanks Dahlia!!!
* The included patch implements the editor parameters twist, dimple, path cut, and profile cut to the sphere mesh for meshmerizer. The mesh will default back to the geodesic sphere if the parameters are adjusted to beyond a reasonable arbitrarily chosen threshold that would expose too many inverted normals on the mesh.
|
|
|
|
|
|
|
| |
linear path prims (patch attached) By Dahlia. Thanks Dahlia!
* This update re-does the cube/cylinder/prism prims to dynamically add faces as twist is used.
|
|
|
|
|
|
|
| |
* Committing : 0001449: Patch implements X and Y Top Shear parameters for torus prim physical mesh generation (PATCH attached)
* The included patch implements the X and Y Top Shear parameter adjustments to the mesh generator for the torus prim physical mesh. These are approximations as I was unable to determine their exact function but they appear to generate meshes which quite closely duplicate their counterparts in the viewer.
* Thanks Dahlia!!!!
|
| |
|
|
|
|
|
|
|
|
| |
and taper orientation along path.
--------- From Dahlia! Thanks Dahlia!!!
the attached patch reinstates the default hollow shape of the physics mesh of the torus prim type and corrects the orientation of the effects of taper on the profile along the path.
|
|
|
|
|
|
|
| |
add path start and end to skew z offset of circular path prim meshes (PATCH attached)
* Apparently this fixed a bug in my code that caused PushX to appear to work and pushX didn't appear to work after the patch.. so I fixed that after applying this patch and PushX actually works now.
|
| |
|
| |
|
|
|
|
|
|
|
|
|
| |
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.
|
| |
|
| |
|
| |
|
|
|
|
| |
fails.
|
|
|
|
|
|
|
|
| |
added 44 configurable options!
* This includes if you want to mesh sculpties and the Level of detail on the sculptie meshing for non physical and a separate LOD on physical sculpties.
* The options range from gravity.. to avatar movement speed, to friction management.. to object density.. to update throttling.
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
| |
* 0001241: physics cylinder proxy distorted and square hollow misaligned (patch attached)
* The included patch corrects the outer shell of the meshmerizer proxy for the cylinder prim to eliminate spurious vertices and shape distortion, and corrects the orientation of the square hollow.
* The size and orientation of the square hollow for the prism prim has been corrected also.
|
|
|
|
|
|
|
| |
* The first time you set the sculpted texture of a prim you might have to futz with it to get it to generate a sculpted physics proxy
* Note that there are already issues in Trunk, (such as the prim scaling issue and prim jumping issue. Essentially editing is difficult right now)
* This just adds to the experimental nature of trunk. :D
|
|
|
|
|
|
|
| |
orientation in a cube in the meshmerizer. Thanks Dahlia!
* See mantis 0001203 for more details!
|
|
|
|
|
|
|
| |
it to the prim shape.
* Added some stuff around sculpted prim meshes.. but it's just there so the project compiles now.
|
|
|
|
| |
(this took a while to run).
|
|
|
|
|
| |
* A tweak of the SimStatsReporter so it would report the prim capacity to be 45000.
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
| |
notice the huge nasty facets! Regular spheres still work as they did.
|
|
|
|
|
| |
* Fixed some Tapers with Cylinders in the Meshmerizer
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
| |
with a triangle hollow, Cube with a cylinder hollow, cylinder with a triangle hollow, etc.
* More work needs to be done here as several of the profileshape/hollow combinations are rotationally offset from where they render in the client.
|
| |
|
|
|
|
| |
object types in the drop down on the object tab. Positive tapers are slightly incorrect(prim sinks into ground a tiny bit). Everything else that's supported works as expected. Hollow, cut, negative tapers, top shear.
|
| |
|
| |
|
|
|
|
| |
Cylinder prim.
|
|
|
|
|
|
| |
* Removed the hull verbosity
|