Commit message (Collapse) | Author | Age | Files | Lines | ||
---|---|---|---|---|---|---|
... | ||||||
* | * Fixed general avatar bounciness in ODE | Teravus Ovares | 2007-12-22 | 1 | -1/+20 | |
| | | | | | * Craggy terrain mishandling by ODE still occasionally causes point bounciness | |||||
* | * Added smoother handling of interpenetrating physical objects. | Teravus Ovares | 2007-12-22 | 2 | -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 | |||||
* | * Re-did the mass calculations in ODE for Prim | Teravus Ovares | 2007-12-19 | 2 | -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. | |||||
* | Misc. cleanup: | Jeff Ames | 2007-12-19 | 1 | -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 | |||||
* | * Added an Avatar control tweak that disables the PID controller in certain ↵ | Teravus Ovares | 2007-12-15 | 2 | -21/+55 | |
| | | | | | | | circumstances. * This allows collisions with other avatar and prim with a velocity greater then 0 to push avatar around. | |||||
* | * Added some simstats to fill the simulator pane of the Statistics monitor. | Teravus Ovares | 2007-12-12 | 1 | -21/+31 | |
| | | | | | * I stress, this is an initial implementation and the Agents(Child and Root) are definately obviously incorrect. | |||||
* | added copyright notices | Jeff Ames | 2007-12-11 | 2 | -0/+56 | |
| | ||||||
* | saved OpenSim source code from the giant rampaging unterminated copyright ↵ | Jeff Ames | 2007-12-10 | 2 | -4/+4 | |
| | | | | notice of doom | |||||
* | keeping opensim safe for children -- made some namespace references less ↵ | Jeff Ames | 2007-12-04 | 3 | -33/+18 | |
| | | | | explicit | |||||
* | * Flying with ODE and got that sinking feeling? This should help | Teravus Ovares | 2007-12-04 | 1 | -2/+2 | |
| | ||||||
* | set svn:eol-style | Jeff Ames | 2007-12-04 | 2 | -1163/+1163 | |
| | ||||||
* | * Split out the ODEPlugin Nested classes. | Teravus Ovares | 2007-12-04 | 3 | -1139/+1166 | |
| | ||||||
* | * Now using interpolation to expand the 256x256 heightfield data to 512x512 ↵ | Teravus Ovares | 2007-12-03 | 1 | -8/+102 | |
| | | | | before it's passed to ODE. | |||||
* | * Resize terrain heightmap info going to ODE to double the resolution. | Teravus Ovares | 2007-12-03 | 1 | -8/+60 | |
| | | | | | * Using the nearest neighbor method, interpolation coming soon. | |||||
* | * Restaring the sim works fine in grid mode now. Sims announce themselves ↵ | Teravus Ovares | 2007-11-28 | 1 | -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. | |||||
* | * Did some initial work for prim crossing. Just glue so far. | Teravus Ovares | 2007-11-21 | 1 | -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. | |||||
* | *Huge* structural changes in ODE/OdePrim to get all of the calls in ↵ | Teravus Ovares | 2007-11-20 | 1 | -312/+349 | |
| | | | | | | | threadlocked code. ODEPrim was almost completely re-written. Copy/Space test needed. | |||||
* | Tweaked for a possibility of 10 elements. | Teravus Ovares | 2007-11-19 | 1 | -1/+1 | |
| | ||||||
* | * Added noisy debug information on the Verbose console to help debugging ↵ | Teravus Ovares | 2007-11-19 | 1 | -0/+20 | |
| | | | | oddly placed prim. | |||||
* | * Space allocation fix for prim outside region. >256 & <0. | Teravus Ovares | 2007-11-19 | 1 | -0/+12 | |
| | ||||||
* | Fixed - outside of bounds error. | Teravus Ovares | 2007-11-19 | 1 | -1/+1 | |
| | ||||||
* | * Split space array structure into a two dimentional array instead of a ↵ | Teravus Ovares | 2007-11-19 | 1 | -27/+38 | |
| | | | | single one. Once again. Should help debugging space/copy issues. | |||||
* | Added medium debug information to Verbose mode of the console about ↵ | Teravus Ovares | 2007-11-19 | 1 | -7/+72 | |
| | | | | Prim/space movements. Should help make sense of the copy prim bug. Use for Pastebin. :D | |||||
* | * Copy/SpaceBorder Fix attempt number 3, hopefully the last | Teravus Ovares | 2007-11-18 | 1 | -11/+21 | |
| | ||||||
* | * 2nd attempt to fix the Spaceborder/copy bug | Teravus Ovares | 2007-11-18 | 1 | -1/+6 | |
| | ||||||
* | * Tentative Bug fix for OptikSL's intermittant Copy prim error. | Teravus Ovares | 2007-11-18 | 1 | -13/+23 | |
| | ||||||
* | * Fix Null comparison for Mono | Teravus Ovares | 2007-11-17 | 1 | -2/+2 | |
| | ||||||
* | * Fixed space related SimCrasher ODE error when a prim disables itself ↵ | Teravus Ovares | 2007-11-17 | 1 | -0/+37 | |
| | | | | because it's out of bounds and user moves it back into the space. | |||||
* | Out of a fog of alcohol and adenovirus, I present - POS! | dan miller | 2007-11-17 | 1 | -1/+1 | |
| | | | | | | | | | EXTREMELY basic collision detection; walk on prims don't rotate anything do not feed or annoy POS YMMV | |||||
* | * ODEPlugin Thinned the avatar out to average SL thin-ness. There's more ↵ | Teravus Ovares | 2007-11-17 | 1 | -2/+4 | |
| | | | | work to be done on this, however, avatar will have a lot less difficulty getting into tight spaces/prim cuts | |||||
* | * ODEPlugin - fixed issue where resizing prim causes the prim's collision ↵ | Teravus Ovares | 2007-11-17 | 1 | -2/+18 | |
| | | | | box to no longer be matching the client's view of where it should be. | |||||
* | * Resolved the situation where prim is loaded from storage and when pushed ↵ | Teravus Ovares | 2007-11-16 | 1 | -1/+1 | |
| | | | | never stops. | |||||
* | * Trying a space/collision optimization technique in ODE. Let me know if ↵ | Teravus Ovares | 2007-11-16 | 1 | -16/+39 | |
| | | | | you see a difference. | |||||
* | fixed some AssemblyInfo files | Jeff Ames | 2007-11-16 | 1 | -2/+2 | |
| | ||||||
* | * ODE step two on the way to separate dynamic space allocation ( One more to ↵ | Teravus Ovares | 2007-11-16 | 1 | -50/+114 | |
| | | | | go ) | |||||
* | * ODE - Started the refactoring process to allow breaking up the scene into ↵ | Teravus Ovares | 2007-11-15 | 1 | -97/+146 | |
| | | | | | | | smaller spaces * ODE - No new visible speed improvements yet. From the coding side, the beginnings of dynamic space calculation.. | |||||
* | * ODE removes an unnecessary lock. | Teravus Ovares | 2007-11-14 | 1 | -3/+2 | |
| | ||||||
* | * Removes the console enumeration errors on sim start. | Teravus Ovares | 2007-11-14 | 1 | -10/+20 | |
| | ||||||
* | * Should help avatar climb steps better | Teravus Ovares | 2007-11-14 | 1 | -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. | |||||
* | * Fixed the walk vs fall animation. | Teravus Ovares | 2007-11-13 | 1 | -2/+66 | |
| | | | | | * Tweaked a few things | |||||
* | * Added AV Height Glue & Avatar Height stored on m_AVHeight in ScenePresence | Teravus Ovares | 2007-11-13 | 1 | -22/+43 | |
| | | | | | | * 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 | |||||
* | * Implemented Walk Vs Run in ODE. Also helps make the walk look smoother. | Teravus Ovares | 2007-11-12 | 1 | -2/+25 | |
| | | | | | * All thanks to unimplemented packet listing :D | |||||
* | * Added a lot of Glue to help with reporting proper collisions. | Teravus Ovares | 2007-11-12 | 1 | -17/+93 | |
| | | | | | | | | | | * 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. | |||||
* | fix compile issue on mono | Sean Dague | 2007-11-12 | 1 | -1/+1 | |
| | ||||||
* | * Sets ZeroMesher as default. (If you want to cut and hollow, you'll need ↵ | Teravus Ovares | 2007-11-12 | 1 | -3/+20 | |
| | | | | | | | to uncomment the Meshmerizer in OpenSim.ini) * Fixes a geometry issue in ODE when using ZeroMesher | |||||
* | removed OdePlugin/Meshing directory | Jeff Ames | 2007-11-10 | 6 | -1522/+0 | |
| | ||||||
* | * Moves the Meshmerizer to a separate plugin | Teravus Ovares | 2007-11-10 | 1 | -11/+20 | |
| | | | | | | * Experimental. Linux Prebuild needs testing. * One more update after this to remove the ODEMeshing directory.... | |||||
* | * ODE Fixed annoying bug where resizing causes there to be a 'ghost' prim ↵ | Teravus Ovares | 2007-11-10 | 1 | -1/+2 | |
| | | | | left that blocks your way. | |||||
* | * Added an internal throttle on ODE physics updates | Teravus Ovares | 2007-11-09 | 1 | -3/+29 | |
| | | | | | | * 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. | |||||
* | * Moved BulletX off of the 'constant terse update' method. It now only ↵ | Teravus Ovares | 2007-11-09 | 1 | -4/+11 | |
| | | | | | | | | 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. |