| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
| |
* All thanks to unimplemented packet listing :D
|
|
|
|
|
|
|
|
|
|
| |
* ODE - Fixed the iscolliding property to report a static true when colliding.
* Added reporting of collisions to call UpdateMovementAnimations
* Added Jump - air animation (with arms outstretched).
* Added Fall Animations
* ODE - Added a small amount of X, Y motion control while jumping or Falling
* ODE - Avatar movement animations are still a bit odd sometimes, and had to get this up there.
|
| |
|
|
|
|
|
|
|
| |
to uncomment the Meshmerizer in OpenSim.ini)
* Fixes a geometry issue in ODE when using ZeroMesher
|
| |
|
|
|
|
|
|
| |
* Experimental. Linux Prebuild needs testing.
* One more update after this to remove the ODEMeshing directory....
|
|
|
|
| |
left that blocks your way.
|
|
|
|
|
|
| |
* Added a ThrottleUpdates member to PhysicsActor to expose 'throttle' ability to the Scene.
* Updated the ode.dll file with a fix to invalid data passed to ODE's heightfield collision calculator.
|
|
|
|
|
|
|
|
| |
sends terse updates when needed.
* Removed the 'constant poll method' from SceneObjectPart.cs - It was bad :P
* Updated some Masses in ODE to help large prim slow down by friction easier.
|
|
|
|
| |
on the Console.
|
|
|
|
|
|
|
|
| |
final resting velocity.
* Added Smooth moving prim
* Added event to PhysicsActor RequestPhysicsterseUpdate to allow physics plugins to be able to schedule a terse update.
|
|
|
|
|
| |
* Added Angular Velocity reporting for smooth-ish rotations on object collisions
|
|
|
|
|
| |
* fix for ODE geoms not getting disposed of properly when resizing.
|
| |
|
| |
|
|
|
|
|
|
|
|
| |
Much thanks to Gerhard!
Merged with Darok's recent changes re: physical prims
|
|
|
|
| |
PhysicsActor and it's the ancestor for BulletXCharacter and BulletXPrim.Physical modifications: Changes for pass the value of Physical flag in the SceneObjectPart class to the Physics engines. New call for AddPrimShape so it has a new parameter called "isPhysical". The old call will be obselete soon (i believe). PhysActor and its descendants have a new property called IsPhysical. By the way no new special funcionallity added. It's more like preparing the way for new modifications.
|
| |
|
|
|
|
| |
all three physics plugins.
|
| |
|
|
|
|
|
|
| |
* Shortened type references
* Removed redundant 'this' qualifier
|
|
|
|
|
|
|
| |
Have flattened the OpenSim.Framework project/namespace. The problem is that the namespace is still wrong as its "OpenSim.Framework" while the directory is "OpenSim\Framework\General" , so we need to decide if we change the directory or correct the namespace.
Note this has lead to a big flat project, but I think a lot of the files we most likely don't even use any longer. And others belong in other projects/namespaces anyway.
|
| |
|
| |
|
|
|
|
| |
messages. Thanks Chillken!
|
|
|
|
|
|
|
| |
no real functionality has been introduced, but ground work has been made, enabling the asset server, and preparing the sim server to query the asset server.
Introduced an "IPlugin" interface, which plugins can inherit from.
|
| |
|
| |
|
|
|
|
|
|
|
|
| |
seriously, this is quite the update. Fixes a number of nagging physics problems, including avatar shell size/shape
The internal logic is quite different, and CPU usage may be affected.
Also some work remains wrt flying. Please test this rev out before you deploy widely
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
|
|
|
| |
multi-region; see bug 410
|
| |
|
| |
|
|
|
|
| |
seen correctly. In the right repository this time..
|
| |
|
|
|
|
| |
debugging)
|
|
|
|
| |
subversion someday
|
| |
|
|
|
|
|
| |
Corrected a few out dated things in the ExtensionsScriptModule.
|
|
|
|
| |
should equal project and directory.
|
| |
|
|
|
|
|
|
|
|
| |
Implemented that method in ODE plugin.
Hooked it up so when deleting/taking prims into your inventory they will be removed from physics engine.
Enabled the other physics hook ups in Scene.cs (and also added registering prims with physics plugin when they are rezzed from Inventory.)
So now to get the avatar to prim collision testing working, just change to use the ODE plugin (in the OpenSim.ini file, physics = OpenDynamicsEngine). Remember though ODE only really works (without problems) when running with a single region.
|
|
|
|
|
|
|
|
| |
attached the links to that from SceneObject, so now resizing works (as much as resizing currently works in opensim, fixing resizing in general is on my todo list for today).
Rotation of a root prim also now updates the physics engine.
So think there really is only deleteprim left, then it should be usable (Different shapes (other than boxes that it currently uses) can wait a little bit longer).
[of course there are still the other issues of ODE not really working when there is more than one region in a instance of opensim].
|
|
|
|
| |
Scene.cs, as any changes to prims (like size or position changes) are only updated to the physics engine when you restart opensim. Also prims aren't deleted from the physics engine. These shouldn't be hard to fix.
|