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2008-01-05* Fixed a waste of resources in ODE. Possibly a cause of thread leak.Teravus Ovares1-2/+2
* Border crossings within the same opensim instance seem better.
2007-12-30* This update rolls back the packetpool and LibSL changes. Please retest ↵Teravus Ovares2-17/+17
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
2007-12-28* Added ability to create new prim on existing prim (rezzing prim from ↵Teravus Ovares1-13/+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.
2007-12-27* Fixed Physical prim, various issues, viewer freezes, sim crashes, ODE ↵Teravus Ovares1-6/+19
errors, etc.
2007-12-27* Optimized usingslbsa714-318/+309
* shortened references * Removed redundant 'this' * Normalized EOF
2007-12-26* This update includes a wide range of changes to the ODEPlugin for avatar ↵Teravus Ovares3-31/+66
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.
2007-12-26* Coded around another Null packet sent by the packet poolTeravus Ovares1-9/+27
* Condensed 8 calls to unmanaged code in ODE down to 1
2007-12-26* Added a -val heightfield value limiter so giant pits of death don't cause ↵Teravus Ovares1-1/+5
avatar to go into an endless plunge to the middle of the earth.
2007-12-26* Added the ability to land automatically on prim by pressing the page down ↵Teravus Ovares1-7/+7
button when over them and colliding * Reverted the avatar portion of the inter-penetration physics scene explosion management, it needs more work.
2007-12-24* ODE: now using the 10.00000638 density value on prim.Teravus Ovares1-12/+30
2007-12-22* Fixed general avatar bounciness in ODE Teravus Ovares1-1/+20
* Craggy terrain mishandling by ODE still occasionally causes point bounciness
2007-12-22* Added smoother handling of interpenetrating physical objects.Teravus Ovares2-21/+68
* 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
2007-12-19* Re-did the mass calculations in ODE for Prim Teravus Ovares2-8/+144
* 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.
2007-12-19Misc. cleanup:Jeff Ames1-45/+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
2007-12-15* Added an Avatar control tweak that disables the PID controller in certain ↵Teravus Ovares2-21/+55
circumstances. * This allows collisions with other avatar and prim with a velocity greater then 0 to push avatar around.
2007-12-12* Added some simstats to fill the simulator pane of the Statistics monitor.Teravus Ovares1-21/+31
* I stress, this is an initial implementation and the Agents(Child and Root) are definately obviously incorrect.
2007-12-11added copyright noticesJeff Ames2-0/+56
2007-12-10saved OpenSim source code from the giant rampaging unterminated copyright ↵Jeff Ames2-4/+4
notice of doom
2007-12-04keeping opensim safe for children -- made some namespace references less ↵Jeff Ames3-33/+18
explicit
2007-12-04* Flying with ODE and got that sinking feeling? This should helpTeravus Ovares1-2/+2
2007-12-04set svn:eol-styleJeff Ames2-1163/+1163
2007-12-04* Split out the ODEPlugin Nested classes.Teravus Ovares3-1139/+1166
2007-12-03* Now using interpolation to expand the 256x256 heightfield data to 512x512 ↵Teravus Ovares1-8/+102
before it's passed to ODE.
2007-12-03* Resize terrain heightmap info going to ODE to double the resolution. Teravus Ovares1-8/+60
* Using the nearest neighbor method, interpolation coming soon.
2007-11-28* Restaring the sim works fine in grid mode now. Sims announce themselves ↵Teravus Ovares1-4/+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.
2007-11-21* Did some initial work for prim crossing. Just glue so far.Teravus Ovares1-1/+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.
2007-11-20*Huge* structural changes in ODE/OdePrim to get all of the calls in ↵Teravus Ovares1-312/+349
threadlocked code. ODEPrim was almost completely re-written. Copy/Space test needed.
2007-11-19Tweaked for a possibility of 10 elements.Teravus Ovares1-1/+1
2007-11-19* Added noisy debug information on the Verbose console to help debugging ↵Teravus Ovares1-0/+20
oddly placed prim.
2007-11-19* Space allocation fix for prim outside region. >256 & <0.Teravus Ovares1-0/+12
2007-11-19Fixed - outside of bounds error.Teravus Ovares1-1/+1
2007-11-19* Split space array structure into a two dimentional array instead of a ↵Teravus Ovares1-27/+38
single one. Once again. Should help debugging space/copy issues.
2007-11-19Added medium debug information to Verbose mode of the console about ↵Teravus Ovares1-7/+72
Prim/space movements. Should help make sense of the copy prim bug. Use for Pastebin. :D
2007-11-18* Copy/SpaceBorder Fix attempt number 3, hopefully the lastTeravus Ovares1-11/+21
2007-11-18* 2nd attempt to fix the Spaceborder/copy bugTeravus Ovares1-1/+6
2007-11-18* Tentative Bug fix for OptikSL's intermittant Copy prim error.Teravus Ovares1-13/+23
2007-11-17* Fix Null comparison for MonoTeravus Ovares1-2/+2
2007-11-17* Fixed space related SimCrasher ODE error when a prim disables itself ↵Teravus Ovares1-0/+37
because it's out of bounds and user moves it back into the space.
2007-11-17Out of a fog of alcohol and adenovirus, I present - POS!dan miller1-1/+1
EXTREMELY basic collision detection; walk on prims don't rotate anything do not feed or annoy POS YMMV
2007-11-17* ODEPlugin Thinned the avatar out to average SL thin-ness. There's more ↵Teravus Ovares1-2/+4
work to be done on this, however, avatar will have a lot less difficulty getting into tight spaces/prim cuts
2007-11-17* ODEPlugin - fixed issue where resizing prim causes the prim's collision ↵Teravus Ovares1-2/+18
box to no longer be matching the client's view of where it should be.
2007-11-16* Resolved the situation where prim is loaded from storage and when pushed ↵Teravus Ovares1-1/+1
never stops.
2007-11-16* Trying a space/collision optimization technique in ODE. Let me know if ↵Teravus Ovares1-16/+39
you see a difference.
2007-11-16fixed some AssemblyInfo filesJeff Ames1-2/+2
2007-11-16* ODE step two on the way to separate dynamic space allocation ( One more to ↵Teravus Ovares1-50/+114
go )
2007-11-15* ODE - Started the refactoring process to allow breaking up the scene into ↵Teravus Ovares1-97/+146
smaller spaces * ODE - No new visible speed improvements yet. From the coding side, the beginnings of dynamic space calculation..
2007-11-14* ODE removes an unnecessary lock.Teravus Ovares1-3/+2
2007-11-14* Removes the console enumeration errors on sim start.Teravus Ovares1-10/+20
2007-11-14* Should help avatar climb steps betterTeravus Ovares1-22/+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.
2007-11-13* Fixed the walk vs fall animation.Teravus Ovares1-2/+66
* Tweaked a few things