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path: root/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs (unfollow)
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2008-05-25* Releases Pinned vertex/index list in ODE on next mesh request.Teravus Ovares1-2/+15
2008-05-17Formatting cleanup.Jeff Ames1-133/+21
2008-05-16* This finishes the ODE options section of the OpenSim.ini.example. I've ↵Teravus Ovares1-37/+53
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.
2008-05-16Formatting cleanup.Jeff Ames1-113/+113
2008-05-15* Added about half of the planned ODE physics options to OpenSim.ini.example.Teravus Ovares1-4/+4
* Some will do cool things, some will make your scene explode dramatically if you're not careful.
2008-05-14Formatting cleanup.Jeff Ames1-3/+2
2008-05-06* If you llApplyImpulse on an attachment, it applies impulse on the avatar, ↵Teravus Ovares1-1/+1
not the attachment.
2008-05-03* Committing some collision stuffs that I'm working on.Teravus Ovares1-6/+41
* Nothing user facing yet.
2008-05-01Update svn properties. Minor formatting cleanup.Jeff Ames1-21/+9
2008-04-27* Single Attachments now work from inventory. You can attach from inventory ↵Teravus Ovares1-16/+16
and detach from inventory. * Detaching from right clicking in world, detaches to your inventory. * If you go up to a prim and attach it from in world, it appears in your inventory. * Attachment placement is saved when you detach them. * Choosing wear remembers your last attachment point from inventory. * Wrote a method to update an inventory item's asset and sends the updated inventory item to the Client * Wrote a recursive method to find the folder of a known existing inventory item. * Removed a block on physics object position on creation. This might crash a region or two, let us know via Mantis if your region crashes because of a physics out of bounds error. * Drop doesn't work. The menu item doesn't even come up. Don't know why :P.
2008-04-24* Tuned the llMove2Target PID controller to be more reasonable and not ↵Teravus Ovares1-8/+24
overshoot the target.
2008-04-24* Adds much better support for attachments that you right click on in world.Teravus Ovares1-10/+22
* Your friends can see your attachments now. People who appear in the sim after you've attached something can also see your attachments. * You can position & rotate your attachments now. Positions do *not* save. * You can detach attachments now the regular way. * Attachments do not cross into other regions with you..(this isn't too far off) * Updated ODE to not request terse updates on child prim.
2008-04-23* Adds llSetStatus(STATUS_ROTATE_X | STATUS_ROTATE_Y | STATUS_ROTATE_Z,TF)Teravus Ovares1-3/+138
* 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
2008-04-21* Optimised using statements and namespace references across entire project ↵Adam Frisby1-9/+12
(this took a while to run).
2008-04-03* ODEPlugin: put a limit on the minimum size a prim can be ( scale <=0 ).Teravus Ovares1-5/+12
2008-03-30* Minor cleanupTeravus Ovares1-4/+4
2008-03-25* Adds llMoveToTarget and llStopMoveToTarget support to the ODEPlugin.Teravus Ovares1-4/+120
* 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.
2008-03-18Formatting cleanup.Jeff Ames1-27/+26
2008-03-14* Preliminary work with the ODEPlugin to collect collision data.Teravus Ovares1-1/+4
2008-03-10* Added Linear Acceleration reporting to the ODEPlugin.Teravus Ovares1-1/+21
* Added support for LSL llGetOmega (Rotational/Angular Velocity)- ODEPlugin is the only physics plugin that reports it.
2008-03-10ODEPluginTeravus Ovares1-0/+32
* 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.
2008-03-10* Added ODEPlugin Support for llSetBuoyancy. Set Buoyancy to 1 for space prim.Teravus Ovares1-3/+46
* Added WaterLevel support to the ODEPlugin. More on this later.
2008-03-09* Fixed a few things and enabling Physical Prim border crossings again.Teravus Ovares1-9/+13
* Everyone try to push a physical prim across a region border now.
2008-03-09ODE PluginTeravus Ovares1-1/+1
* More cleanup * Less noise
2008-03-09* Fixed the Link + Duplicate + Unlink both = 'ODE Invalid Argument in ↵Teravus Ovares1-26/+32
Collision Space Crash' * Added: Console comment: [PHYSICS]: The scene reused a disposed PhysActor! *waves finger*, Don't be evil.
2008-03-09* Cleaned up some locking on the ODEPlugin to make it more developer friendlyTeravus Ovares1-90/+47
* Expect the occasional deadlock?
2008-03-06* Killed 4 more warnings (at 16 now)Teravus Ovares1-1/+1
2008-03-05* Four more warnings, etc etc.Adam Frisby1-2/+0
2008-03-03* Applied patch 708 from devalnor. Thanks devalnor!Teravus Ovares1-11/+14
* ODE: Added support for larger box stacks. (they're slow, but they work) * ODEPlugin no longer tries to 'catch up' with the simulator frame rate if it gets behind. Catching up was causing a lot of problems with larger box stacks and other things that stall the simulator (like saving prim in the datastore)
2008-03-02* This is a very icky implementation of physical linkset prim using fixed ↵Teravus Ovares1-120/+201
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.
2008-02-29* Fixed Cylinder mass formula using diameter instead of radius.Teravus Ovares1-2/+2
2008-02-29* killed a 'new mass' debug line.Teravus Ovares1-1/+1
2008-02-29* ODEPlugin Teravus Ovares1-1/+207
** Added more realistic calculations of mass for the rest of the supported prim shapes+holes+cuts+tapers. Previously they were the generic height * width * length. Spheres roll (Angular velocity) more realistically, etc.
2008-02-23* Made Physics updates a teensy bit more responsive. A previous CPU ↵Teravus Ovares1-1/+5
optimization of mine slowed the speed of updates using the 'poll' method in certain circumstances.
2008-02-23* One more fix to the selected featureTeravus Ovares1-1/+1
* Don't act immediately on a physical prim unless it's moving. * This helps when you're trying to make a box stack and you select the bottom most box.
2008-02-23* Added Support within the ODEPlugin for Selected. Which means that;Teravus Ovares1-34/+209
* 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.
2008-02-17* Last bit of cleanup now. As long as you keep physical prim off, you ↵Teravus Ovares1-11/+13
should have a reasonably stable experience with ODE again. * Physical prim at the simulator edge still seems to have the occasional issue.
2008-02-17* Various ODE CleanupsTeravus Ovares1-22/+31
2008-02-17* Disabling physical prim crossings until they get a bit more stable.Teravus Ovares1-7/+7
2008-02-17* Located and destroyed the weird velocity and rotation transfers. It ↵Teravus Ovares1-7/+13
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.
2008-02-15* ODE Stability update 4 :D Teravus Ovares1-19/+141
* Changed the way meshing requests get sent to the ODEPlugin * Numerous other fixes
2008-02-14* Removed the noise from the console. The last commit seems to have ↵Teravus Ovares1-5/+2
resolved the recent reports of 'argument not a space' on linux. Though, there were about 50 changes :D
2008-02-14* Another ODE Stability update. This might fix the recent Linux issues ↵Teravus Ovares1-36/+135
with the ODEPlugin.
2008-02-14* ODE - This fixes a few things and breaks a few more.Teravus Ovares1-7/+15
2008-02-14Cleaned up some typos.Jeff Ames1-1/+1
2008-02-14* Bigisn ODE Stability update 2Teravus Ovares1-6/+37
2008-02-13* Bigish ODE stability Update. Run PrebuildTeravus Ovares1-88/+150
2008-02-13* This fixes mantis 553 (It appears that the exception is thrown when there ↵Teravus Ovares1-1/+1
is a collision with a cylinder that is both hollowed and either tapered or cut. The sequence of actions that reproduce the problem for me are: create a cylinder, hollow to 95%, taper X/Y, then collide it with another object or avatar. Note that the cylinder itself is not marked physical. )
2008-02-13* Removed a debug line that got called every frame.Teravus Ovares1-1/+1
2008-02-13* Made physical prim stable enough for the general population to turn on. ↵Teravus Ovares1-8/+40
(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.