| Commit message (Collapse) | Author | Age | Files | Lines |
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Set av_capsule_tilted to false in opensim.ini. Default is true, so there is
no change in avatar behavior (and no breaking of existing content which
relies on the tilted capsule).
This commit straightens up the avatar capsule so it behaves consistently
(e.g. same collision behavior against prims regardless of which direction
the avatar is coming from; ability to fit through narrow doorways).
Please note this introduces other side effects which have not been fixed.
In particular:
* The avatar frequently falls through the terrain if it is not flat, though
the avatar behaves pretty well on flat terrain. This requires investigation
of the ode terrain collider.
* The apparent foot position of the avatar with respect to the ground
is changed. This requires investigation of the avatar height/capsule height.
Please consider this as work in progress.
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engine, caused by an "avatar infinite position" occurring under
heavy load.
- fixes "value too small" exception in ChatModule
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LICENSE.txt.
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singularity.
* WebStatsModule doesn't crash on restart. GodsModule doesn't crash when there is no Dialog Module. LLUDPServer doesn't crash when the Operation was Aborted.
* ODEPlugin does 'Almost NaN' sanity checks.
* ODEPlugin sacrifices NaN avatars to the NaN black hole to appease it and keep it from sucking the rest of the world in.
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* Now validating input to the Physics scene and warning when something is awry.
* This should help nail down that Non Finite Avatar Position Detected issue.
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in the ODEPlugin
* This may help one of the symptoms or mantis 3363 , however it probably won't solve the occasional NonFinite Avatar Position detected.. issues that some people see. That is probably an entirely different issue(NaN).
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OpenSim.ini. This is the code that causes you to rise off the ground when you press the fly button and attempts to keep you above ground automatically when flying in a simulator.
* minimum_ground_flight_offset, by default is 3 meters, as per Kitto Flora See OpenSim.ini.example for an example.
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llSetHoverHeight() should not clamp the x/y position of an object the way MoveTo does,
and it should recalculate the absolute height to hover at as an object moves to reflect
the current ground/water height under it.
Correctly implementing required adjusting the Physics interfaces and implementing at
the physics plug-in level. The attached is a patch that correctly implements
llSetHoverHeight() including updates to the ODE physics plug-in.
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* Added log4net dependency to physxplugin in prebuild.xml.
* Added missing m_log fields to classes.
* Replaced Console.WriteLine with appropriate m_log.Xxxx
* Tested that nant test target runs succesfully.
* Tested that local opensim sandbox starts up without errors.
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warnings. Fix some m_log declarations.
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Mantis #3134
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subclassing; also add new method signatures. Thanks tuco and mikkopa.
Fix Mantis #3072.
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user to log-in while the physics scene and the scripts are starting up. This also seems to smooth out the jerks on teleport/connect/disconnect a little bit.
* If you log-in while the simulator is starting up, you won't be able to move and the sim stats will say 0 FPS, and 0 Physics Frames and you may see only terrain. Once the sim finishes starting up, it'll all resume as normal.
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ODEPlugin and pipes them to their respective LSL method.
* NBody will need to be updated, this is an API change. Torque property and AddAngularForce
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setting the capsule size too low in OpenSim.ini
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condition eliminator.
* The modifications that I made were only so that it didn't require changes to the public physics api.
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* Warning! Physics API change. This means that the NBodySimulation needs to be updated!
* PhysicsActor -> void SetVolumeDetect(int) needs to go into classes that use PhysicsActor as their base class.
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Our feet will now be above ground
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* Implement the linear impulse portion of llPushObject. We should have a lsl compatible implementation of that portion of the push. Angular.. well. still have yet to implement a torque accumulator.
* llPushObject respects the region and parcel settings for Restrict Push, it also respects GodMode as is defined in the LSL spec.
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* Removes spacers that are also separators in llParseString2List
* Thanks idb
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the same instance.
* If you are hosting many regions on a single instance, you will probably notice a decrease in region startup time and maybe a slight increase in performance.
* Single regions won't notice anything different
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subroutine down through the physics modules through PhysActor
and SceneObjectPart. No connection to the physics simulators.
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in the classes between the LSL implementation and the
underlying physics engines.
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to the various physics engines. No connection to the
underlying physics simulator yet, just plumbing through
the various classes.
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to the various physics engines. No connection to the
underlying physics simulator yet, just plumbing through
the various classes.
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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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units may not match the Linden implementation.
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* commenting out unused variables
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* Some will do cool things, some will make your scene explode dramatically if you're not careful.
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not the attachment.
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does not regenerate until you're dead!
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* Nothing user facing yet.
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* Currently if you apply that to only one or two axis you get unpredictable and sometimes explosive results.
* Three axis works well enough to play with it anyway. More work is needed here.
* Fixed an incorrectly named method in ODE.NET
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(this took a while to run).
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* Should help the sinking feeling when new avatar arrive in the scene.
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* It doesn't generate at_target events, because they don't exist yet in the script engine.
* The Tau is different, however, compatible with scripts I tested.
* Not perfect... but pretty good.
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* Added osSetPrimFloatOnWater(BOOL) to make Physical prim float at the water level.
* osSetPrimFloatOnWater(TRUE); or osSetPrimFloatOnWater(FALSE);
* By default, prim do not float at the water level.
* More work is needed on the floating, but it's a start.
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* Added WaterLevel support to the ODEPlugin. More on this later.
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