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path: root/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs (follow)
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* * Adds llSetStatus(STATUS_ROTATE_X | STATUS_ROTATE_Y | STATUS_ROTATE_Z,TF)Teravus Ovares2008-04-231-1/+8
| | | | | | | | * 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
* * Optimised using statements and namespace references across entire project ↵Adam Frisby2008-04-211-3/+3
| | | | (this took a while to run).
* * Fixed up some documentationTeravus Ovares2008-04-061-2/+2
| | | | | * Should help the sinking feeling when new avatar arrive in the scene.
* * Minor cleanupTeravus Ovares2008-03-301-1/+1
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* Comment out unused private methods.Jeff Ames2008-03-251-20/+21
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* * Adds llMoveToTarget and llStopMoveToTarget support to the ODEPlugin.Teravus Ovares2008-03-251-0/+3
| | | | | | | * 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.
* Formatting cleanup.Jeff Ames2008-03-181-27/+26
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* * Preliminary work with the ODEPlugin to collect collision data.Teravus Ovares2008-03-141-0/+1
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* ODEPluginTeravus Ovares2008-03-101-0/+5
| | | | | | | | | * 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 ODEPlugin Support for llSetBuoyancy. Set Buoyancy to 1 for space prim.Teravus Ovares2008-03-101-0/+7
| | | | | * Added WaterLevel support to the ODEPlugin. More on this later.
* * Four more warnings, etc etc.Adam Frisby2008-03-051-7/+0
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* * This is a very icky implementation of physical linkset prim using fixed ↵Teravus Ovares2008-03-021-0/+8
| | | | | | | | | 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.
* * Added Support within the ODEPlugin for Selected. Which means that;Teravus Ovares2008-02-231-0/+20
| | | | | | | | * 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.
* Minor cleanup.Jeff Ames2008-02-201-1/+1
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* ODE: Tired of floating above the ground after crossing a border? Boy have I ↵Teravus Ovares2008-02-181-1/+2
| | | | 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!
* * Located and destroyed the weird velocity and rotation transfers. It ↵Teravus Ovares2008-02-171-2/+8
| | | | | | | | 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.
* * ODE Stability update 4 :D Teravus Ovares2008-02-151-2/+7
| | | | | | * Changed the way meshing requests get sent to the ODEPlugin * Numerous other fixes
* Cleaned up some typos.Jeff Ames2008-02-141-2/+2
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* * Bigish ODE stability Update. Run PrebuildTeravus Ovares2008-02-131-3/+9
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* * Removed a debug line that got called every frame.Teravus Ovares2008-02-131-1/+1
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* * Made physical prim stable enough for the general population to turn on. ↵Teravus Ovares2008-02-131-0/+5
| | | | | | | | | | (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.
* Converted logging to use log4net.Jeff Ames2008-02-051-3/+5
| | | | | | Changed LogBase to ConsoleBase, which handles console I/O. This is mostly an in-place conversion, so lots of refactoring can still be done.
* * Experimental ODE Update to make ODE more stableTeravus Ovares2008-01-301-0/+6
| | | | | * WARNING: This update will break *nix support. Will be restored in the next revision
* * Implemented grab and throw in ODE. It's a little strong still so toss ↵Teravus Ovares2008-01-291-0/+11
| | | | 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.
* * This fixes the stair issue that Sdague reported on *nix. Be aware that if ↵Teravus Ovares2008-01-291-2/+11
| | | | 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.
* * Mostly ODE update. Things are a bit more behaved then the last ↵Teravus Ovares2008-01-281-9/+33
| | | | experimental update.
* * Highly experimental ODE_STEPSIZE = 0.025f - 1000 / 25 = 40fps - 10 ↵Teravus Ovares2008-01-271-10/+11
| | | | | | | | substeps with fallback to 5 substeps when things get slow * Just to give you an idea of the difference .. previous ODE_STEPSIZE was 0.005f - 1000/5 = 200fps - 10 substeps with fallback to 5 substeps when things get slow * *nix avatar may fall over again, *sorry*
* * Shifted strategy of detecting specific *nix distributions to detecting *nix. Teravus Ovares2008-01-261-2/+2
| | | | | * Let me know if all your avatar are standup.
* * Changing && to || as suggested by dirk and ChrisD, also looks sensible to meJustin Clarke Casey2008-01-251-2/+2
| | | | | | * Please revert if this is wrong, Teravus
* * Added Ubuntu to the OS detection routine. This seems to have helped on ↵Teravus Ovares2008-01-241-1/+1
| | | | Debian.
* * This update updates ODE to again use the AMotor to keep the avatar upright ↵Teravus Ovares2008-01-231-26/+38
| | | | instead of the 'avatar wobble' This also uses a hack to detect debian and change the force applied by the AMotor to a different value for Debian. The intent of this all is to get the avatar to stand up in Debian with the AMotor.
* * Return of the avatar wobble.Teravus Ovares2008-01-181-35/+43
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* * Physics update to perhaps help people who have capsules that have capsizedTeravus Ovares2008-01-181-1/+1
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* * ODE Physics update. fixed weird rotation of the avatar surrogate.Teravus Ovares2008-01-181-20/+37
| | | | | | | | * Set the avatar's radius to 0.37m, I think this gives the *best* balance between spaces the avatar can fit, and the ability to climb steps * Fixed a few things * Tweaked some more * Played with gravity (-9.8m/s)
* * Mother of all commits:Adam Frisby2008-01-151-1/+1
| | | | | | | * Cleaned up copyright notices in AssemblyInfo.cs's * Added Copyright headers to a bunch of files missing them * Replaced several common string instances with a static constant to prevent reallocation of the same strings thousands of times. "" -> String.Empty is the first such candidate.
* * Fixed an overflow in the land managerTeravus Ovares2008-01-131-66/+181
| | | | | | | * Did some goofy math undoing in the Sim Stats Reporter * More reduction to the amount of calls per second to UnManaged ODE code * Added a significant amount of comments to ODE
* * Fixed a waste of resources in ODE. Possibly a cause of thread leak.Teravus Ovares2008-01-051-2/+2
| | | | | * Border crossings within the same opensim instance seem better.
* * This update rolls back the packetpool and LibSL changes. Please retest ↵Teravus Ovares2007-12-301-9/+9
| | | | | | | and then patch these changes back in. Currently it's not quite ready for 0.5. The down side to this action, is that we loose some performance to the garbage collector for now. Given that the target date for 0.5 is *Two days* from now, I'm taking the initiative to work towards a real stable version. * This update also fixes scripting and some weird physics reactions
* * Optimized usingslbsa712007-12-271-58/+56
| | | | | | | * shortened references * Removed redundant 'this' * Normalized EOF
* * This update includes a wide range of changes to the ODEPlugin for avatar ↵Teravus Ovares2007-12-261-18/+21
| | | | | | | | | | movement, including: ** - avatar can navigate stairs better now ** - avatar can land without shooting into the air ** - excessive collisions with the ground are tempered somewhat and should only shoot the avatar up 20m instead of 200m ** - Try Catched a TextureDownloadModule.cs array out of bounds error with a report that causes it not to crash the sim, however it reports a few important items for tracking it down.
* * Coded around another Null packet sent by the packet poolTeravus Ovares2007-12-261-9/+27
| | | | | * Condensed 8 calls to unmanaged code in ODE down to 1
* * Fixed general avatar bounciness in ODE Teravus Ovares2007-12-221-1/+20
| | | | | * Craggy terrain mishandling by ODE still occasionally causes point bounciness
* * Added smoother handling of interpenetrating physical objects.Teravus Ovares2007-12-221-2/+2
| | | | | | | | * Fixes: * -- duplicating Active physical object causes objects to explode in opposite directions * -- Rezzing objects too close to you avatar causes avatar to shoot around in odd directions * Vanity
* * Re-did the mass calculations in ODE for Prim Teravus Ovares2007-12-191-2/+26
| | | | | | | * Exposed the mass as a PhysicsActor read only property (so scripts can get at it - hint hint -) * Hollow and Path Cuts affect the prim mass (all Hollow Types are supported in this calculation (sphere,square,triangle)) * Prim no longer sink into the ground.
* * Added an Avatar control tweak that disables the PID controller in certain ↵Teravus Ovares2007-12-151-18/+46
| | | | | | | circumstances. * This allows collisions with other avatar and prim with a velocity greater then 0 to push avatar around.
* added copyright noticesJeff Ames2007-12-111-0/+28
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* keeping opensim safe for children -- made some namespace references less ↵Jeff Ames2007-12-041-4/+4
| | | | explicit
* * Flying with ODE and got that sinking feeling? This should helpTeravus Ovares2007-12-041-2/+2
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* set svn:eol-styleJeff Ames2007-12-041-477/+477
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* * Split out the ODEPlugin Nested classes.Teravus Ovares2007-12-041-0/+477