| Commit message (Collapse) | Author | Age | Files | Lines |
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the sculpt data has been added to the shape (possibly via an async asset service request)
This prevents spurious 'no asset data' for meshes added on startup.
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don't do the unnecessary work of copying the base shape.
Just setting the new base shape is enough to reinsert the sculpt data and set the taint.
Also cleans up a few more left-in debugging messages.
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Unable to get to the bottom of why resizing a mesh fails to properly reset the physics proxy, when toggling phantom does
After a mesh is generated, the existing sculptdata is set to zero in PrimitiveBaseShape to save memory
When phantom is toggled, the sculptdata is regenerated before remeshing.
But on resize, the sculptdata is not regenerated.
So clearly, resetting sculptdata is possible, but haven't quite been able to pin down how this is being done when phantom is toggled.
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added in the last commit
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Thank you.
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This aims to make it easier to identify and remove rogue prims that are causing ODE to fall over.
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enabled or not. This method should work equally well with standalone or robust mode
* Applying #4602 from Misterblu to add collision detection to BulletDotNET
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Fixes: Undo, T-pose of others on login, modifiedBulletX works again, feet now stand on the ground instead of in the ground, adds checks to CombatModule. Adds: Redo, Land Undo, checks to agentUpdate (so one can not fall off of a region), more vehicle parts. Finishes almost all of LSL (1 function left, 2 events).
Direct flames and kudos to Revolution, please
Signed-off-by: Melanie <melanie@t-data.com>
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this for each region in your Regions.ini[PhysicalPrimMax = 10(default)])
* Adds a configurable maximum object mass before the mass is clamped. Default is 10000.01. Configurable by changing maximum_mass_object in the [ODEPhysicsSettings] section.
* Clamping the mass is important for limiting the amount of CPU an object can consume in physics calculations. Too high, and the object overcomes restitution forces by gravity alone. This generates more collisions potentially leading to 'deep think'.
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linkset where EnableBody was called and the body is immediately disabled. The previous functionality assumed that a body was received in EnableBody but.. in some cases, it wasn't.
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dragged a prim, in some cases, it would corrupt the datatype in memory and throw spurious IndexOutOfRangeExceptions.
* Physics a situation that causes physics to spew redline messages to the console forever.
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normally again.
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one fixes the situation where the object on the server is moving but no updates are being sent.
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* Change the PhysicsCollision callback for objects to send full contact point information. This will be used to calculate the collision plane for avatars
* Send the physics engine velocity in terse updates, not the current force being applied to the avatar. This should fix several issues including crouching through the floor and walking through walls
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dictionary to store unique meshes in Meshmerizer based on creation params. This patch contains a dictionary to map each of those unique meshes to its ODE TriMeshData. This eliminated hundreds of megabytes of memory consumption in the unmanaged heap when there are lots of the same prim (roof tiles, bricks, siding, decks, chairs, etc). The objects do not need to be physical to benefit from this patch.
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consistent with the rest (and so chi11ken's auto copyright adding script doesn't duplicate the copyright.
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enabled, the first Heartbeat loop call to UpdatePhysics takes 20 minutes. 75% of that time is spent in this sleep. (100k prims * 10ms)
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allocated on the unmanaged heap. This prevents fragmentation of the managed heap and the resulting stress on GC. A region with ~150,000 prims using ODE and Meshmerizer saw memory remain flat around 1.2GB as opposed to 1.5GB and continually growing due to pinned memory. This patch complements the unique mesh dictionary patch applied to Meshmerizer but is independent. The net effect is a 60-75% reduction in memory for our largest regions.
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parameters. CreateMesh() returns a Mesh from the dictionary or creates a new Mesh if it has not been created before. Meshes are never purged from the dictionary. The raw Mesh data is discarded once the memory is pinned for ODE use. All copies of the same prim/mesh use the same pinned memory. ONLY IMPLEMENTED AND TESTED WITH MESHMERIZER AND ODE
Signed-off-by: dahlia <dahliaTrimble@gmailDotCom>
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and idle performance.
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lets you configure region sizes to be smaller without crashing the region. I remind you that regions are still square, must be a multiple of 4, and the Linden client doesn't like anything other then 256. If you set it bigger or smaller, the terrain doesn't load in the client, the map has issues, and god forbid you connect it to a grid that expects 256m regions.
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LICENSE.txt.
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NOTE: we currently have a gazillion warnings caused stuff flagged as
"obsolete" (OGS1 stuff) --- what's up with that?
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* Define low friction and medium bounce for Glass
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* Vertical Attractor servo
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causing issues.
* Tweak the ODEPrim PID a bit more.
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* Tweak the LLSetStatus results in the ODEPlugin. Hopefully it's a little less unstable.
* ODEPlugin is using experimental math for LLSetStatus, use with caution! :)
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* Vehicles do NOT work. This is just organization and a bit of logical code to make doing vehicles easier
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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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