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* * Located and destroyed the weird velocity and rotation transfers. It ↵Teravus Ovares2008-02-172-9/+21
| | | | | | | | turned out to be that the Static PhysicsVector.Zero was transferring velocities between all non fixed objects. Not so static after all :(. Finding it was cruel and unusual punishment from the CLR. * Therefore, when you run through a pile of prim you won't see things rotate when they're not supposed to anymore. * Avatars don't float off either.
* * ODE Stability update 4 :D Teravus Ovares2008-02-153-107/+240
| | | | | | * Changed the way meshing requests get sent to the ODEPlugin * Numerous other fixes
* * Made new Framework.Constants class, added RegionSize member.Adam Frisby2008-02-141-4/+4
| | | | | | * Converted all instances of "256" spotted to use RegionSize instead. Some approximations used for border crossings (ie 255.9f) are still using that value, but should be updated to use something based on RegionSize. * Moving Terrain to a RegionModule, implemented ITerrainChannel and TerrainModule - nonfunctional, but will be soon.
* * Removed the noise from the console. The last commit seems to have ↵Teravus Ovares2008-02-142-6/+3
| | | | resolved the recent reports of 'argument not a space' on linux. Though, there were about 50 changes :D
* * Another ODE Stability update. This might fix the recent Linux issues ↵Teravus Ovares2008-02-142-90/+210
| | | | with the ODEPlugin.
* * ODE - This fixes a few things and breaks a few more.Teravus Ovares2008-02-142-25/+18
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* Cleaned up some typos.Jeff Ames2008-02-143-4/+4
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* * Bigisn ODE Stability update 2Teravus Ovares2008-02-142-23/+65
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* * Bigish ODE stability Update. Run PrebuildTeravus Ovares2008-02-133-117/+229
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* * This fixes mantis 553 (It appears that the exception is thrown when there ↵Teravus Ovares2008-02-132-3/+10
| | | | is a collision with a cylinder that is both hollowed and either tapered or cut. The sequence of actions that reproduce the problem for me are: create a cylinder, hollow to 95%, taper X/Y, then collide it with another object or avatar. Note that the cylinder itself is not marked physical. )
* * Removed a debug line that got called every frame.Teravus Ovares2008-02-132-2/+2
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* * Made physical prim stable enough for the general population to turn on. ↵Teravus Ovares2008-02-133-14/+122
| | | | | | | | | | (though I still don't recommend it for welcome regions unless object build is off. * Updated the ode.dll for windows with a more reasonable stack space reserve. Linux users will need to type ulimit -s 262144 before starting up OpenSimulator if using Physical Prim to protect against stack collisions. or run the included ./bin/opensim-ode.sh to start up OpenSimulator in ODE mode. * Added internal collision score and am keeping track of 'high usage' prim. * Tweaked collisions some more * Tested up to 460 physical prim in extremely close quarters (which was previously impossible in OpenSim). After 460 in tight quarters, physics slows down enough to make it hard to do any moving, however.. non physics things still work, such as logging on to the simulator, etc.
* * Physical prim cross borders and continue from where the left off on the ↵Teravus Ovares2008-02-121-6/+38
| | | | other side now, assuming the region on the other side has physical prim enabled.
* * A bunch of updates to make things more smooth.Teravus Ovares2008-02-122-10/+41
| | | | | | | | | | | ** Sending the actual TimeDilation to the client now instead of the 62455 constant. The client is *supposed* to use that value to sync with the simulator. (actually sending ushort.maxvalue * TimeDilation) ** Disabling prim that inter-penetrate instead of just not attaching a joint ** Reduced prim spin a 'little' bit, but not *enough* ** Tweaked the TimeDilation algorithm to be closer to 1.0 by default and various changes to the sim stats reporter ** Created a .SetValues method to PhysicsVector so we can simply call the setvalues function instead of .x, .y, .z sets. ** Experimented with a .GetBytes Method on PhysicsActor to be able to use the LLVector3.FromBytes() method. ** Upped the Inter-penetration depth to 0.25 instead of .08.
* * This resolves the null exceptions when a script is manipulating a physical ↵Teravus Ovares2008-02-122-1/+4
| | | | object in ODE and you delete the object. The script is still running and trying to add force, but the object reference is null.
* * Added PhysicsScene.Dispose()Teravus Ovares2008-02-111-0/+20
| | | | | * In ODE, disposing of all of the ODE objects and the ODE World to reclaim memory when the simulator restarts.
* * um, Prim crossings? Experimental.Teravus Ovares2008-02-111-0/+1
| | | | | * Backup your database just in case.
* * Adds Top Shear support to the Meshmerizer for the Cube prim and the ↵Teravus Ovares2008-02-092-0/+8
| | | | Cylinder prim.
* * Tweaked timing of rapid mesh requests. Helps a race condition.Teravus Ovares2008-02-091-2/+13
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* * Fixed a situation in ODE where it didn't call the mesher on a cube when ↵Teravus Ovares2008-02-081-0/+3
| | | | you tapered if you didn't have a cut or a hollow.
* * This update adds limited support for Cylinder meshed prim in the ↵Teravus Ovares2008-02-082-0/+15
| | | | Meshmerizer plugin. (Limited because path cut is wrongly offset and while Hollowing works, you can walk through the inside wall.)
* Converted logging to use log4net.Jeff Ames2008-02-053-44/+42
| | | | | | Changed LogBase to ConsoleBase, which handles console I/O. This is mostly an in-place conversion, so lots of refactoring can still be done.
* * ODE:Fix copy and paste bug in space calculation limitsTeravus Ovares2008-02-011-11/+7
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* Temporary try catch around calculateSpaceForGeom() , to see if it gets past ↵MW2008-02-011-3/+10
| | | | mantis issue #435 (for now)
* * Added more supported feature to particlesystems. While this appears to ↵Teravus Ovares2008-02-011-1/+1
| | | | | | | | have a libsl update... it's really a fix to the libsl version we're already using because of a bug in the particlesystem implementation * Added two new simstat counters in the simstat enum for the RCCS. (I'll find something cool to put in them) * fixed a time waster in ODEPlugin.cs
* Updating ODE.NET as the version I used possibly caused the slowness.Teravus Ovares2008-01-301-0/+2
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* * See if this helps Nebadon. Teravus Ovares2008-01-301-8/+3
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* * This update restores *nix supportTeravus Ovares2008-01-301-1/+8
| | | | | * This stability optimization is disabled on Apple Computers until the .dylib library is updated.
* * Experimental ODE Update to make ODE more stableTeravus Ovares2008-01-303-4/+50
| | | | | * WARNING: This update will break *nix support. Will be restored in the next revision
* * Implemented grab and throw in ODE. It's a little strong still so toss ↵Teravus Ovares2008-01-292-0/+22
| | | | gently at first to test the waters or you'll lose prim to the pit at the edge of the sim. Make sure the object is physical before trying to toss it or it'll just move to the new location.
* * This fixes the stair issue that Sdague reported on *nix. Be aware that if ↵Teravus Ovares2008-01-291-2/+11
| | | | you cross a border into a region, the new region doesn't know your height and therefore you're about a meter off the ground. If the region doesn't know your height, you won't be able to climb steps. If you're in that state, edit your appearance and the region will learn your height and you will again be able to climb steps.
* * ODE Going to Time Step 0.020 = (1000\20) - ((1000\20) * .09) = ~45 pfps Teravus Ovares2008-01-281-1/+1
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* * Mostly ODE update. Things are a bit more behaved then the last ↵Teravus Ovares2008-01-282-11/+38
| | | | experimental update.
* * Highly experimental ODE_STEPSIZE = 0.025f - 1000 / 25 = 40fps - 10 ↵Teravus Ovares2008-01-272-12/+13
| | | | | | | | 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*
* * Shifted strategy of detecting specific *nix distributions to detecting *nix. Teravus Ovares2008-01-261-2/+2
| | | | | * Let me know if all your avatar are standup.
* * Changing && to || as suggested by dirk and ChrisD, also looks sensible to meJustin Clarke Casey2008-01-251-2/+2
| | | | | | * Please revert if this is wrong, Teravus
* * Added Ubuntu to the OS detection routine. This seems to have helped on ↵Teravus Ovares2008-01-241-1/+1
| | | | Debian.
* * This update updates ODE to again use the AMotor to keep the avatar upright ↵Teravus Ovares2008-01-231-26/+38
| | | | instead of the 'avatar wobble' This also uses a hack to detect debian and change the force applied by the AMotor to a different value for Debian. The intent of this all is to get the avatar to stand up in Debian with the AMotor.
* * When Scene loads, added a platform string print out for testing purposes. ↵Teravus Ovares2008-01-231-1/+1
| | | | Anyone on Debian want to run this revision and send me back the two platform lines? It would be helpful.
* Giving Mantis 393 a shot (not enough info to really know for sure though).Teravus Ovares2008-01-221-2/+18
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* * Announcing the alternative prim early adoption program.. Adding regular ↵Teravus Ovares2008-01-192-5/+90
| | | | | | | spheres to the physical prim mix. * Be advised.. these are not ellipsoids.. these are spheres.
* * Return of the avatar wobble.Teravus Ovares2008-01-181-35/+43
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* * Physics update to perhaps help people who have capsules that have capsizedTeravus Ovares2008-01-181-1/+1
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* * 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 Ovares2008-01-182-26/+43
| | | | | | | | * 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)
* * Added llApplyImpulse in the global frame. The object must be physical ↵Teravus Ovares2008-01-171-0/+31
| | | | before this'll do anything. Be careful with this function as it's easy to loose prim.
* * Mother of all commits:Adam Frisby2008-01-151-1/+1
| | | | | | | * Cleaned up copyright notices in AssemblyInfo.cs's * Added Copyright headers to a bunch of files missing them * Replaced several common string instances with a static constant to prevent reallocation of the same strings thousands of times. "" -> String.Empty is the first such candidate.
* * First pass at collidable linksetsTeravus Ovares2008-01-141-1/+3
| | | | | | | | | * There will be bugs, you can count on that. To avoid them, set the linksets phantom * After region restart, the linksets restore in a non collidable state. * Linksets can but shouldn't be made physical with the physical checkbox or when you unlink them, they tend to explode. * After creating a linkset, you have to move the linkset or set it phantom and not phantom for it to become collidable. * There's a few ParentGroup references that need to be refactored.
* * 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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