| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
| |
* sealed OdeScene
|
| |
|
|
|
|
|
|
|
|
| |
without causing a stack collision.
* This fixes crashing on large sets of physical prims because of stack collisions (assuming you follow the directions on linux for starting ode with ulimit). After the maximum joints are created, objects will start to fall through the ground and be disabled. Not the best solution, but it's better then a crash caused by a stack collision with the process exceeding the maximum available memory/recursions per thread.
* Make a clean region, make a stack of 5000 prim, 20 layers high. Make them physical, *SLOW*, but no crash.
|
|
|
|
|
|
| |
* The actual AABB of the heightfield on the Z is now determined by the minimum and maximum heightfield value in the terrain array (assuming it's a reasonable number). This might optimize collisions in simulators that have a small difference between minimum and maximum heightfield values.
|
|
|
|
|
|
| |
subclassing; also add new method signatures. Thanks tuco and mikkopa.
Fix Mantis #3072.
|
|
|
|
|
|
|
| |
user to log-in while the physics scene and the scripts are starting up. This also seems to smooth out the jerks on teleport/connect/disconnect a little bit.
* If you log-in while the simulator is starting up, you won't be able to move and the sim stats will say 0 FPS, and 0 Physics Frames and you may see only terrain. Once the sim finishes starting up, it'll all resume as normal.
|
|
|
|
|
|
|
|
| |
Multiple spaces or leading/trailing spaces when specifying the prims
to connect should no longer cause problems.
|
|
|
|
| |
anyway.
|
|
|
|
|
|
|
|
|
| |
- Adapted code to match the corrected signatures
- Fixes Mantis #2934. Hopefully.
Note: Physics on linked objects still don't work correctly:
It doesn't crash the region anymore, but the example object in
the mentioned mantis now falls through the ground.
|
| |
|
|
|
|
|
|
| |
* Leaving the 23 warnings in ChildAgentDataUpdate.cs for Diva to look at
|
| |
|
|
|
|
|
| |
fixes mantis #2874
|
|
|
|
|
| |
* Converts some C# 3.0 syntax into it's 2.0 equivalent so that Visual Studio 2005 can compile it successfully.
|
|
|
|
|
|
|
|
|
|
| |
* Thanks nlin!
* To try it out, set ninja joints active in the ODEPhysicsSettings
and use the example at:
* http://forge.opensimulator.org/gf/download/frsrelease/142/304/demo-playground.tgz.
* Don't forget to change the .tgz to .oar and load it with load-oar.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
On a call of llVolumeDetect(1) (or any other number !=0) volume
detection is enabled. Together with VD, the phantom flag is set to the GUI.
On a call of llVolumeDetect(0), vd detection is switched of again,
also the phantom state is removed. On a call to llSetState(STATE_PHANTOM,
false) while VD is active, also VD is switched off. The same is true for
unchecking the phantom flag via GUI. This allows to take back VD without
the need to script just by removing the phantom flag.
Things missing in this patch: persistance of the volume-detection flag.
This needs more discussion and will be included in another patch soon.
|
| |
|
|
|
|
|
|
|
| |
* This pushes an identifier for the OpenSim scene to the physics scene. This allows log messages from the physics scene to identify which OpenSim scene they relate to.
* Thanks Gerhard
|
|
|
|
|
|
|
| |
ODEPlugin and pipes them to their respective LSL method.
* NBody will need to be updated, this is an API change. Torque property and AddAngularForce
|
|
|
|
| |
setting the capsule size too low in OpenSim.ini
|
| |
|
|
|
|
|
|
|
| |
condition eliminator.
* The modifications that I made were only so that it didn't require changes to the public physics api.
|
|
|
|
|
| |
* Sums up the masses of the objects within a physical linkset
|
| |
|
|
|
|
|
|
| |
* Warning! Physics API change. This means that the NBodySimulation needs to be updated!
* PhysicsActor -> void SetVolumeDetect(int) needs to go into classes that use PhysicsActor as their base class.
|
| |
|
|
|
|
|
|
|
|
| |
linked prim more stable and probably the last obstacle to vehicles physics wise.
* Fixed a bug that caused physics proxies to be scattered when you link an object.
* Single physical prim work exactly the same as before, just linked physical prim will have changed.
|
|
|
|
|
|
|
| |
* Initializes ODE only when a scene is grabbed rather than on plugin load. This means we don't initialize ode if that physics engine is not used, and it allows other ode use
plugins to be used instead.
|
| |
|
| |
|
|
|
|
|
|
| |
Our feet will now be above ground
|
|
|
|
|
|
| |
A tube on a pole is a bit less "flubbery" so maybe this is
the right direction.
|
| |
|
|
|
|
|
| |
calculating mass.
|
|
|
|
|
|
| |
There is more to the solution then just enabling soft_erp and
soft_cfm for all d.Contact cases.
|
|
|
|
|
|
| |
for physical prim interactions. They were not previously enabled
for prim-prim interactions.
|
|
|
|
| |
this seems to cause bouncing on really thin flat prim.
|
|
|
|
| |
(less chance for a dupe)
|
|
|
|
|
|
| |
* Implement the linear impulse portion of llPushObject. We should have a lsl compatible implementation of that portion of the push. Angular.. well. still have yet to implement a torque accumulator.
* llPushObject respects the region and parcel settings for Restrict Push, it also respects GodMode as is defined in the LSL spec.
|
|
|
|
|
|
|
| |
avatar bounces less and things are a bit less explosive.
* Additionally, you can probably get more physical prim now together.. though, I think this puts us back on par with where we were in the beginning of the year on number of physical objects. Experiment. Make videos. Send Feedback. Enjoy.
|
| |
|
|
|
|
|
|
|
| |
* Removes spacers that are also separators in llParseString2List
* Thanks idb
|
|
|
|
|
|
|
|
| |
the same instance.
* If you are hosting many regions on a single instance, you will probably notice a decrease in region startup time and maybe a slight increase in performance.
* Single regions won't notice anything different
|
|
|
|
|
|
|
|
|
| |
* Re-enabled the native ODE prim types when possible
* Fixed several invalid assumptions in the prim recycle process.
* Added better message for 'reused a disposed physicsactor'
* Added a way to recover from errors during collision_optimized
* Added a way to recover from an error condition where prim_geom wasn't reset properly
|
|
|
|
|
|
|
| |
unified as far as tuning (thank heavens).
* If you're experiencing knee bendiness try the windows settings, as the *nix settings seem to now be incorrect. (this update does that, but you may have your own opensim.ini settings active.
|
|
|
|
|
|
|
|
| |
* Mac users, pray to chi11ken to make you a .dylib version
* This is semi-tuned and post teravus hack. (Though I didn't apply the terrain pitting fix hack. I'm still deciding if it's necessary as there was a lot of work over the past several months on the heightfield collider.
* Please use '--enable-shared --disable-demos --disable-asserts' if you are building your own libode in the configure step. Asserts are pretty much useless for use with .NET
* This also updates ODE.NET as, there were some API changes in May that were just added to ODE.NET today.
|
|
|
|
|
|
| |
subroutine down through the physics modules through PhysActor
and SceneObjectPart. No connection to the physics simulators.
|
|
|
|
|
|
| |
in the classes between the LSL implementation and the
underlying physics engines.
|
|
|
|
|
|
|
| |
to the various physics engines. No connection to the
underlying physics simulator yet, just plumbing through
the various classes.
|
|
|
|
|
|
|
| |
to the various physics engines. No connection to the
underlying physics simulator yet, just plumbing through
the various classes.
|