| Commit message (Collapse) | Author | Age | Files | Lines |
... | |
|
|
|
|
| |
* Using the nearest neighbor method, interpolation coming soon.
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
| |
* 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.
|
|
|
|
|
|
|
| |
threadlocked code. ODEPrim was almost completely re-written.
Copy/Space test needed.
|
| |
|
|
|
|
| |
oddly placed prim.
|
| |
|
| |
|
|
|
|
| |
single one. Once again. Should help debugging space/copy issues.
|
|
|
|
| |
Prim/space movements. Should help make sense of the copy prim bug. Use for Pastebin. :D
|
| |
|
| |
|
| |
|
| |
|
|
|
|
| |
because it's out of bounds and user moves it back into the space.
|
|
|
|
|
|
|
|
|
| |
EXTREMELY basic collision detection; walk on prims
don't rotate anything
do not feed or annoy POS
YMMV
|
|
|
|
| |
work to be done on this, however, avatar will have a lot less difficulty getting into tight spaces/prim cuts
|
|
|
|
| |
box to no longer be matching the client's view of where it should be.
|
|
|
|
| |
never stops.
|
|
|
|
| |
you see a difference.
|
| |
|
|
|
|
| |
go )
|
|
|
|
|
|
|
| |
smaller spaces
* ODE - No new visible speed improvements yet. From the coding side, the beginnings of dynamic space calculation..
|
| |
|
| |
|
|
|
|
|
|
|
|
| |
* 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.
|
|
|
|
|
| |
* Tweaked a few things
|
|
|
|
|
|
| |
* 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
|
|
|
|
|
| |
* 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.
|