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* Misc. cleanup:Jeff Ames2007-12-191-45/+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 Ovares2007-12-152-21/+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 Ovares2007-12-121-21/+31
| | | | | * I stress, this is an initial implementation and the Agents(Child and Root) are definately obviously incorrect.
* added copyright noticesJeff Ames2007-12-112-0/+56
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* saved OpenSim source code from the giant rampaging unterminated copyright ↵Jeff Ames2007-12-102-4/+4
| | | | notice of doom
* keeping opensim safe for children -- made some namespace references less ↵Jeff Ames2007-12-043-33/+18
| | | | explicit
* * Flying with ODE and got that sinking feeling? This should helpTeravus Ovares2007-12-041-2/+2
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* set svn:eol-styleJeff Ames2007-12-042-1163/+1163
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* * Split out the ODEPlugin Nested classes.Teravus Ovares2007-12-043-1139/+1166
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* * Now using interpolation to expand the 256x256 heightfield data to 512x512 ↵Teravus Ovares2007-12-031-8/+102
| | | | before it's passed to ODE.
* * Resize terrain heightmap info going to ODE to double the resolution. Teravus Ovares2007-12-031-8/+60
| | | | | * Using the nearest neighbor method, interpolation coming soon.
* * Restaring the sim works fine in grid mode now. Sims announce themselves ↵Teravus Ovares2007-11-281-4/+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 Ovares2007-11-211-1/+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 Ovares2007-11-201-312/+349
| | | | | | | threadlocked code. ODEPrim was almost completely re-written. Copy/Space test needed.
* Tweaked for a possibility of 10 elements.Teravus Ovares2007-11-191-1/+1
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* * Added noisy debug information on the Verbose console to help debugging ↵Teravus Ovares2007-11-191-0/+20
| | | | oddly placed prim.
* * Space allocation fix for prim outside region. >256 & <0.Teravus Ovares2007-11-191-0/+12
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* Fixed - outside of bounds error.Teravus Ovares2007-11-191-1/+1
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* * Split space array structure into a two dimentional array instead of a ↵Teravus Ovares2007-11-191-27/+38
| | | | single one. Once again. Should help debugging space/copy issues.
* Added medium debug information to Verbose mode of the console about ↵Teravus Ovares2007-11-191-7/+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 lastTeravus Ovares2007-11-181-11/+21
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* * 2nd attempt to fix the Spaceborder/copy bugTeravus Ovares2007-11-181-1/+6
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* * Tentative Bug fix for OptikSL's intermittant Copy prim error.Teravus Ovares2007-11-181-13/+23
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* * Fix Null comparison for MonoTeravus Ovares2007-11-171-2/+2
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* * Fixed space related SimCrasher ODE error when a prim disables itself ↵Teravus Ovares2007-11-171-0/+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 miller2007-11-171-1/+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 Ovares2007-11-171-2/+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 Ovares2007-11-171-2/+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 Ovares2007-11-161-1/+1
| | | | never stops.
* * Trying a space/collision optimization technique in ODE. Let me know if ↵Teravus Ovares2007-11-161-16/+39
| | | | you see a difference.
* fixed some AssemblyInfo filesJeff Ames2007-11-161-2/+2
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* * ODE step two on the way to separate dynamic space allocation ( One more to ↵Teravus Ovares2007-11-161-50/+114
| | | | go )
* * ODE - Started the refactoring process to allow breaking up the scene into ↵Teravus Ovares2007-11-151-97/+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 Ovares2007-11-141-3/+2
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* * Removes the console enumeration errors on sim start.Teravus Ovares2007-11-141-10/+20
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* * Should help avatar climb steps betterTeravus Ovares2007-11-141-22/+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 Ovares2007-11-131-2/+66
| | | | | * Tweaked a few things
* * Added AV Height Glue & Avatar Height stored on m_AVHeight in ScenePresence Teravus Ovares2007-11-131-22/+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 Ovares2007-11-121-2/+25
| | | | | * All thanks to unimplemented packet listing :D
* * Added a lot of Glue to help with reporting proper collisions.Teravus Ovares2007-11-121-17/+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 monoSean Dague2007-11-121-1/+1
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* * Sets ZeroMesher as default. (If you want to cut and hollow, you'll need ↵Teravus Ovares2007-11-121-3/+20
| | | | | | | to uncomment the Meshmerizer in OpenSim.ini) * Fixes a geometry issue in ODE when using ZeroMesher
* removed OdePlugin/Meshing directoryJeff Ames2007-11-106-1522/+0
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* * Moves the Meshmerizer to a separate pluginTeravus Ovares2007-11-101-11/+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 Ovares2007-11-101-1/+2
| | | | left that blocks your way.
* * Added an internal throttle on ODE physics updatesTeravus Ovares2007-11-091-3/+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 Ovares2007-11-091-4/+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.
* * Stopped printing the prim's X cordinate difference from the last movement ↵Teravus Ovares2007-11-081-1/+1
| | | | on the Console.
* * Fixed occasional character drift caused by sim not sending the avatar's ↵Teravus Ovares2007-11-081-15/+78
| | | | | | | | 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 Rotational Velocity reporting for Client Interpolation to Terse UpdatesTeravus Ovares2007-11-081-10/+44
| | | | | * Added Angular Velocity reporting for smooth-ish rotations on object collisions