| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
|
| |
ODEPlugin and pipes them to their respective LSL method.
* NBody will need to be updated, this is an API change. Torque property and AddAngularForce
|
|
|
|
| |
setting the capsule size too low in OpenSim.ini
|
|
|
|
|
|
|
| |
condition eliminator.
* The modifications that I made were only so that it didn't require changes to the public physics api.
|
|
|
|
|
|
| |
* 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.
|
| |
|
|
|
|
|
|
| |
Our feet will now be above ground
|
|
|
|
|
|
| |
* 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.
|
|
|
|
|
|
|
| |
* Removes spacers that are also separators in llParseString2List
* Thanks idb
|
|
|
|
|
|
|
|
| |
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
|
|
|
|
|
|
| |
subroutine down through the physics modules through PhysActor
and SceneObjectPart. No connection to the physics simulators.
|
|
|
|
|
|
| |
in the classes between the LSL implementation and the
underlying physics engines.
|
|
|
|
|
|
|
| |
to the various physics engines. No connection to the
underlying physics simulator yet, just plumbing through
the various classes.
|
|
|
|
|
|
|
| |
to the various physics engines. No connection to the
underlying physics simulator yet, just plumbing through
the various classes.
|
|
|
|
|
|
|
| |
* 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.
|
|
|
|
| |
units may not match the Linden implementation.
|
|
|
|
|
|
| |
* commenting out unused variables
|
| |
|
| |
|
| |
|
|
|
|
|
| |
* Some will do cool things, some will make your scene explode dramatically if you're not careful.
|
|
|
|
| |
not the attachment.
|
|
|
|
| |
does not regenerate until you're dead!
|
|
|
|
|
| |
* Nothing user facing yet.
|
|
|
|
|
|
|
|
| |
* 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
|
|
|
|
| |
(this took a while to run).
|
|
|
|
|
| |
* Should help the sinking feeling when new avatar arrive in the scene.
|
| |
|
| |
|
|
|
|
|
|
|
| |
* 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.
|
| |
|
| |
|
|
|
|
|
|
|
|
|
| |
* 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.
|
|
|
|
|
| |
* Added WaterLevel support to the ODEPlugin. More on this later.
|
| |
|
|
|
|
|
|
|
|
|
| |
joints. This will change quite drastically, however it's fun to play with.
* To play with this you must link your prim before setting it physical, otherwise they won't link in the physics engine properly. This will also be fixed.
* Currently the linked prim are extremely unstable because I have yet to implement combining of forces with the same normal. This will also be fixed. In fact, the whole PhysicsActor, ODEPrim relationship will be reworked to consider groups from the get-go.
* This implementation is better then it crashing your sim, so I'm commiting it for now.
|
|
|
|
|
|
|
|
| |
* When you select a physical prim, it stops while you've got it selected.
* When you move or alter a prim in some manner, it doesn't become collidable until you de-select it
* When you select a prim, it doesn't become temporarily 'phantom' until you make some change to it while it's selected. (this prevents accidental selections in prim floor from causing it to go phantom on you(but don't move it or you'll fall))
* There's one major difference, and that's a physical object won't stop if you don't have permission to edit it. This prevents people who don't have edit permissions on a prim from stopping it while it's moving.
|
| |
|
|
|
|
| |
got a solution for you! For a limited time, you can be the right height after border crossings automatically. Just three easy payments of $9.95 and make sure your neighbor is sending child agent updates!
|
|
|
|
|
|
|
|
| |
turned out to be that the Static PhysicsVector.Zero was transferring velocities between all non fixed objects. Not so static after all :(. Finding it was cruel and unusual punishment from the CLR.
* Therefore, when you run through a pile of prim you won't see things rotate when they're not supposed to anymore.
* Avatars don't float off either.
|
|
|
|
|
|
| |
* Changed the way meshing requests get sent to the ODEPlugin
* Numerous other fixes
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
| |
(though I still don't recommend it for welcome regions unless object build is off.
* Updated the ode.dll for windows with a more reasonable stack space reserve. Linux users will need to type ulimit -s 262144 before starting up OpenSimulator if using Physical Prim to protect against stack collisions. or run the included ./bin/opensim-ode.sh to start up OpenSimulator in ODE mode.
* Added internal collision score and am keeping track of 'high usage' prim.
* Tweaked collisions some more
* Tested up to 460 physical prim in extremely close quarters (which was previously impossible in OpenSim). After 460 in tight quarters, physics slows down enough to make it hard to do any moving, however.. non physics things still work, such as logging on to the simulator, etc.
|
|
|
|
|
|
| |
Changed LogBase to ConsoleBase, which handles console I/O.
This is mostly an in-place conversion, so lots of refactoring can still be done.
|
|
|
|
|
| |
* WARNING: This update will break *nix support. Will be restored in the next revision
|
|
|
|
| |
gently at first to test the waters or you'll lose prim to the pit at the edge of the sim. Make sure the object is physical before trying to toss it or it'll just move to the new location.
|
|
|
|
| |
you cross a border into a region, the new region doesn't know your height and therefore you're about a meter off the ground. If the region doesn't know your height, you won't be able to climb steps. If you're in that state, edit your appearance and the region will learn your height and you will again be able to climb steps.
|
|
|
|
| |
experimental update.
|