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* * Highly experimental ODE_STEPSIZE = 0.025f - 1000 / 25 = 40fps - 10 ↵Teravus Ovares2008-01-271-2/+2
| | | | | | | | 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*
* * Announcing the alternative prim early adoption program.. Adding regular ↵Teravus Ovares2008-01-191-2/+2
| | | | | | | spheres to the physical prim mix. * Be advised.. these are not ellipsoids.. these are spheres.
* * Friction reduction update. Teravus Ovares2008-01-181-3/+3
| | | | | * It's a known fact that the greater the friction the more computationally intensive a physics simulation with it is....
* * ODE Physics update. fixed weird rotation of the avatar surrogate.Teravus Ovares2008-01-181-6/+6
| | | | | | | | * 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)
* * HeightField handling update in ODE. Should improve the terrain pits. So ↵Teravus Ovares2008-01-131-7/+118
| | | | | | | far, only windows lib updated. Need to do the Linux version. * Update also checked into opensim-libs
* * Removed a debug message that I left in there....Teravus Ovares2008-01-131-1/+1
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* * Fixed an overflow in the land managerTeravus Ovares2008-01-131-32/+188
| | | | | | | * 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
* *ech one thing didn't save from the last commitTeravus Ovares2008-01-121-2/+2
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* * This update rolls back the packetpool and LibSL changes. Please retest ↵Teravus Ovares2007-12-301-8/+8
| | | | | | | 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
* * Added ability to create new prim on existing prim (rezzing prim from ↵Teravus Ovares2007-12-281-13/+4
| | | | | | | inventory on other prim coming soon). No more new prim buried in the ground by accident. * The prim are at the absolute position of the prim you rezzed it on top of + (0,0,0.5) for now.
* * Fixed Physical prim, various issues, viewer freezes, sim crashes, ODE ↵Teravus Ovares2007-12-271-6/+19
| | | | errors, etc.
* * Optimized usingslbsa712007-12-271-162/+174
| | | | | | | * shortened references * Removed redundant 'this' * Normalized EOF
* * This update includes a wide range of changes to the ODEPlugin for avatar ↵Teravus Ovares2007-12-261-5/+45
| | | | | | | | | | 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.
* * Added a -val heightfield value limiter so giant pits of death don't cause ↵Teravus Ovares2007-12-261-1/+5
| | | | avatar to go into an endless plunge to the middle of the earth.
* * Added the ability to land automatically on prim by pressing the page down ↵Teravus Ovares2007-12-261-7/+7
| | | | | | | button when over them and colliding * Reverted the avatar portion of the inter-penetration physics scene explosion management, it needs more work.
* * Added smoother handling of interpenetrating physical objects.Teravus Ovares2007-12-221-19/+66
| | | | | | | | * 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
* Misc. cleanup:Jeff Ames2007-12-191-45/+43
| | | | | | | * added Util.Clip(value, min, max) * modified asset cache's numPackets calculation to use max packet size (600) instead of 1000 * removed a few magic numbers
* * Added an Avatar control tweak that disables the PID controller in certain ↵Teravus Ovares2007-12-151-3/+9
| | | | | | | circumstances. * This allows collisions with other avatar and prim with a velocity greater then 0 to push avatar around.
* * Added some simstats to fill the simulator pane of the Statistics monitor.Teravus Ovares2007-12-121-21/+31
| | | | | * I stress, this is an initial implementation and the Agents(Child and Root) are definately obviously incorrect.
* saved OpenSim source code from the giant rampaging unterminated copyright ↵Jeff Ames2007-12-101-2/+2
| | | | notice of doom
* keeping opensim safe for children -- made some namespace references less ↵Jeff Ames2007-12-041-10/+11
| | | | explicit
* * Split out the ODEPlugin Nested classes.Teravus Ovares2007-12-041-1139/+3
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* * Now using interpolation to expand the 256x256 heightfield data to 512x512 ↵Teravus Ovares2007-12-031-8/+102
| | | | before it's passed to ODE.
* * Resize terrain heightmap info going to ODE to double the resolution. Teravus Ovares2007-12-031-8/+60
| | | | | * Using the nearest neighbor method, interpolation coming soon.
* * Restaring the sim works fine in grid mode now. Sims announce themselves ↵Teravus Ovares2007-11-281-4/+18
| | | | | | | to their neighbors when they start up. Neighbors get this message and tell their agents that there's a new sim up. * Certain unrecoverable physics based crashes in ODE are now hooked up to the 'restart the sim' routine.
* * Did some initial work for prim crossing. Just glue so far.Teravus Ovares2007-11-211-1/+1
| | | | | * Added the child_get_tasks OpenSim.ini flag for testing the UDP packet sending code and packet throttler. This flag gets purposely disabled in grid mode. This flag also has the consequence that you can see the prim in neighboring regions without going into them. Be warned, this causes tons of dropped packets.
* *Huge* structural changes in ODE/OdePrim to get all of the calls in ↵Teravus Ovares2007-11-201-312/+349
| | | | | | | threadlocked code. ODEPrim was almost completely re-written. Copy/Space test needed.
* Tweaked for a possibility of 10 elements.Teravus Ovares2007-11-191-1/+1
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* * Added noisy debug information on the Verbose console to help debugging ↵Teravus Ovares2007-11-191-0/+20
| | | | oddly placed prim.
* * Space allocation fix for prim outside region. >256 & <0.Teravus Ovares2007-11-191-0/+12
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* Fixed - outside of bounds error.Teravus Ovares2007-11-191-1/+1
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* * Split space array structure into a two dimentional array instead of a ↵Teravus Ovares2007-11-191-27/+38
| | | | single one. Once again. Should help debugging space/copy issues.
* Added medium debug information to Verbose mode of the console about ↵Teravus Ovares2007-11-191-7/+72
| | | | Prim/space movements. Should help make sense of the copy prim bug. Use for Pastebin. :D
* * Copy/SpaceBorder Fix attempt number 3, hopefully the lastTeravus Ovares2007-11-181-11/+21
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* * 2nd attempt to fix the Spaceborder/copy bugTeravus Ovares2007-11-181-1/+6
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* * Tentative Bug fix for OptikSL's intermittant Copy prim error.Teravus Ovares2007-11-181-13/+23
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* * Fix Null comparison for MonoTeravus Ovares2007-11-171-2/+2
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* * Fixed space related SimCrasher ODE error when a prim disables itself ↵Teravus Ovares2007-11-171-0/+37
| | | | because it's out of bounds and user moves it back into the space.
* Out of a fog of alcohol and adenovirus, I present - POS!dan miller2007-11-171-1/+1
| | | | | | | | | EXTREMELY basic collision detection; walk on prims don't rotate anything do not feed or annoy POS YMMV
* * ODEPlugin Thinned the avatar out to average SL thin-ness. There's more ↵Teravus Ovares2007-11-171-2/+4
| | | | work to be done on this, however, avatar will have a lot less difficulty getting into tight spaces/prim cuts
* * ODEPlugin - fixed issue where resizing prim causes the prim's collision ↵Teravus Ovares2007-11-171-2/+18
| | | | box to no longer be matching the client's view of where it should be.
* * Resolved the situation where prim is loaded from storage and when pushed ↵Teravus Ovares2007-11-161-1/+1
| | | | never stops.
* * Trying a space/collision optimization technique in ODE. Let me know if ↵Teravus Ovares2007-11-161-16/+39
| | | | you see a difference.
* * ODE step two on the way to separate dynamic space allocation ( One more to ↵Teravus Ovares2007-11-161-50/+114
| | | | go )
* * ODE - Started the refactoring process to allow breaking up the scene into ↵Teravus Ovares2007-11-151-97/+146
| | | | | | | smaller spaces * ODE - No new visible speed improvements yet. From the coding side, the beginnings of dynamic space calculation..
* * ODE removes an unnecessary lock.Teravus Ovares2007-11-141-3/+2
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* * Removes the console enumeration errors on sim start.Teravus Ovares2007-11-141-10/+20
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* * Should help avatar climb steps betterTeravus Ovares2007-11-141-22/+54
| | | | | | | | * Reduced ground friction when an avatar is moving * Followed Dan's advice and moved the walk/run movement controller to target_velocity instead of on the total movement * Reduced PID_D power by 1/5th (80) * More avatar movement tweaks.
* * Fixed the walk vs fall animation.Teravus Ovares2007-11-131-2/+66
| | | | | * Tweaked a few things
* * Added AV Height Glue & Avatar Height stored on m_AVHeight in ScenePresence Teravus Ovares2007-11-131-22/+43
| | | | | | * Added glue to send it to the Physics Engines (in meters) * ODE Initial implementation of Avatar Height :D Change your height and not get all knee bendy