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* Formatting cleanup. Fix some compiler warnings.Jeff Ames2009-08-131-6/+4
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* * Fix one physics crash for regions larger then 512mx512mTeravus Ovares (Dan Olivares)2009-08-081-1/+4
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* This is the second part of the 'not crash on regionsize changes'. This ↵Teravus Ovares (Dan Olivares)2009-08-073-4/+4
| | | | lets you configure region sizes to be smaller without crashing the region. I remind you that regions are still square, must be a multiple of 4, and the Linden client doesn't like anything other then 256. If you set it bigger or smaller, the terrain doesn't load in the client, the map has issues, and god forbid you connect it to a grid that expects 256m regions.
* * Remove hard coded 256 limitations from various places. There's no more ↵Teravus Ovares (Dan Olivares)2009-08-073-13/+42
| | | | 256m limitation within the OpenSimulator framework, however, the LLClient ClientView does not support regions larger then 256 meters so, if you try and make your region larger by setting Constants.RegionSize = 512; in OpenSim.Framework.Constants.cs, the terrain will not display on clients using the LLUDP protocol
* * Remove some mono compiler warningsJustin Clark-Casey2009-08-051-1/+2
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* Formatting cleanup.Jeff Ames2009-07-231-2/+2
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* * Whoops, forgot the water heightfield.Teravus Ovares2009-07-222-2/+5
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* * Exclude heightfield geom from the raycast test. Teravus Ovares2009-07-222-1/+70
| | | | | * Fixes mantis #3922
* * nothing in this commit, re-triggering panda.. which crashed while testing.Teravus Ovares2009-07-211-1/+1
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* * Fixed a case where a prim was a NullPhysicsActor instead of an OdePrimTeravus Ovares2009-07-211-72/+100
| | | | | | * Commented logic that wasn't being used. * This should fix the errors in OdeScene.near
* * Created a way that the OpenSimulator scene can ask the physics scene to do ↵Teravus Ovares2009-07-192-1/+317
| | | | | | | | | a raycast test safely. * Test for prim obstructions between the avatar and camera. If there are obstructions, inform the client to move the camera closer. This makes it so that walls and objects don't obstruct your view while you're moving around. Try walking inside a hollowed tori. You'll see how much easier it is now because your camera automatically moves closer so you can still see. * Created a way to know if the user's camera is alt + cammed or just following the avatar. * Changes IClientAPI interface by adding SendCameraConstraint(Vector4 CameraConstraint)
* Revert the nonessential part of r10033 to restore sanity to trampolinesMelanie Thielker2009-07-161-4/+6
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* * Tweaking collision reporting a little more in ScenePresence to not check ↵Teravus Ovares2009-07-161-2/+2
| | | | if the collisions will affect health if the avatar is invulnerable. (saves 3 loops)
* Fix for avatar falling through terrain when av_capsule_tilted=false, Mantis ↵nlin2009-07-151-8/+78
| | | | | | | | | | | | | | | | | #2905 This fix re-introduces a small tilt into the capsule to prevent avatar falling through terrain. Re-introduction of the tilt means that some direction-dependent behavior when walking over prims, but I have tried to minimize this. Additionally this commit allows the capsule to wobble slightly when being pushed around the terrain. This should make walking over prims easier, as the capsule can wobble and glide diagonally over the prim's edge, instead of rigidly being stopped vertically against the prim's face.
* Thank you, Twitch, for a patch to restore mayhem and murder to OpenSimMelanie Thielker2009-07-141-6/+6
| | | | | | Fixes Mantis #3888
* Experimental fix for tilted avatar capsule, Mantis #2905nlin2009-07-082-7/+29
| | | | | | | | | | | | | | | | | | | | | | | Set av_capsule_tilted to false in opensim.ini. Default is true, so there is no change in avatar behavior (and no breaking of existing content which relies on the tilted capsule). This commit straightens up the avatar capsule so it behaves consistently (e.g. same collision behavior against prims regardless of which direction the avatar is coming from; ability to fit through narrow doorways). Please note this introduces other side effects which have not been fixed. In particular: * The avatar frequently falls through the terrain if it is not flat, though the avatar behaves pretty well on flat terrain. This requires investigation of the ode terrain collider. * The apparent foot position of the avatar with respect to the ground is changed. This requires investigation of the avatar height/capsule height. Please consider this as work in progress.
* - fixes a "collection out of sync" exception in the ODE physicsDr Scofield2009-06-252-36/+53
| | | | | | | engine, caused by an "avatar infinite position" occurring under heavy load. - fixes "value too small" exception in ChatModule
* Properly reset a vehicle's status to VEHICLE_TYPE_NONE when requestedMelanie Thielker2009-06-191-0/+1
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* From: Alan Webb <alan_webb@us.ibm.com>Dr Scofield2009-06-101-2/+2
| | | | | | | | Eat collision errors --- NOTE: this fix might be naive, it seems to have helped us getting to 81 avatars (whereas we'd crash with 20 before), but it sure would benefit from some check-over by a person skilled in the art of ODE physics.
* Formatting cleanup.Jeff Ames2009-06-104-7/+7
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* * Pried apart the ODE tests. This fixes mantis #3212lbsa712009-06-021-0/+0
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* Minor: Change OpenSim to OpenSimulator in older copyright headers and ↵Jeff Ames2009-06-015-5/+5
| | | | LICENSE.txt.
* Revert "* Added IntegrationTest Attribute and tagged the ODETestClass"Sean Dague2009-05-271-2/+1
| | | | | | | This reverts commit 8f0096cc7b112fea8f69f391224911f624482747. To get us back to compiling on fresh checkouts.
* * Added IntegrationTest Attribute and tagged the ODETestClasslbsa712009-05-271-1/+2
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* * Upped version number to 0.6.5lbsa712009-05-251-1/+1
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* cleaning out warnings.Dr Scofield2009-05-223-101/+99
| | | | | | NOTE: we currently have a gazillion warnings caused stuff flagged as "obsolete" (OGS1 stuff) --- what's up with that?
* * It turns out vehicle Angular Motor direction is always in global space.Teravus Ovares2009-04-201-7/+24
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* * Prevent a vehicle crashTeravus Ovares2009-04-201-0/+13
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* * Allow passing of material type to physics engineTeravus Ovares2009-04-202-19/+248
| | | | | * Define low friction and medium bounce for Glass
* * Rudimentary angular motor implementation for the LSL Vehicle APITeravus Ovares2009-04-192-8/+84
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* Added a "force_simple_prim_meshing" option to the ODE settings in ↵Dahlia Trimble2009-04-191-25/+18
| | | | | | | OpenSim.ini which will use meshes for collisions with simple prim shapes rather than internal ODE algorithms. This may help with Mantis #2905 and Mantis #3487 for those experimenting with capsule settings. Note that this will increase memory usage and region startup time.
* * A few fixes to the Linear MotorTeravus Ovares2009-04-171-15/+21
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* * Add Implementation of Linear Motor and Linear friction from the LSL ↵Teravus Ovares2009-04-171-9/+73
| | | | Vehicle API in Physics
* * Set some minimum values to avoid divide by zero errors.Teravus Ovares2009-04-171-0/+14
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* * Commit a few fixes to the Vehicle settingsTeravus Ovares2009-04-172-13/+67
| | | | | * Vertical Attractor servo
* * Remove some super experimental stuff in BulletDotNETPlugin since it was ↵Teravus Ovares2009-04-161-8/+15
| | | | | | | causing issues. * Tweak the ODEPrim PID a bit more.
* * Committing more BulletDotNETPlugin workTeravus Ovares2009-04-161-9/+286
| | | | | | * Tweak the LLSetStatus results in the ODEPlugin. Hopefully it's a little less unstable. * ODEPlugin is using experimental math for LLSetStatus, use with caution! :)
* * Adding some organization of vehicle type stuff in the ODEPlugin.Teravus Ovares2009-04-142-183/+422
| | | | | * Vehicles do NOT work. This is just organization and a bit of logical code to make doing vehicles easier
* * Commit a variety of fixes to bugs discovered while trying to fix the NaN ↵Teravus Ovares2009-04-141-11/+100
| | | | | | | | | singularity. * WebStatsModule doesn't crash on restart. GodsModule doesn't crash when there is no Dialog Module. LLUDPServer doesn't crash when the Operation was Aborted. * ODEPlugin does 'Almost NaN' sanity checks. * ODEPlugin sacrifices NaN avatars to the NaN black hole to appease it and keep it from sucking the rest of the world in.
* * Added finite testing to the character and object constructorTeravus Ovares2009-04-072-4/+35
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* * Added a routine to check if a PhysicsVector and Quaternion is finiteTeravus Ovares2009-04-072-45/+179
| | | | | | * Now validating input to the Physics scene and warning when something is awry. * This should help nail down that Non Finite Avatar Position Detected issue.
* * Upped trunk version number to 0.6.4 as we just tagged 0.6.4-releaselbsa712009-04-011-1/+1
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* From: Alan M Webb <alan_webb@us.ibm.com>Dr Scofield2009-03-311-1/+9
| | | | | | | Add sanity check to fly-height calculation so that it does not attempt to retrieve information from non-existent regions.
* * Remove a debug line of localIDsTeravus Ovares2009-03-301-1/+1
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* * Fixing thread safety of avatar adding and removing from the Physics Scene ↵Teravus Ovares2009-03-303-7/+29
| | | | | | | in the ODEPlugin * This may help one of the symptoms or mantis 3363 , however it probably won't solve the occasional NonFinite Avatar Position detected.. issues that some people see. That is probably an entirely different issue(NaN).
* Ensure the remembered velocity is zero when physical is turned off on a ↵idb2009-03-201-1/+5
| | | | | | | prim. Without this the velocity gets sent to the client and the prim appears to move. Fixes Mantis #3303
* * Make all coded defaults match settings in OpenSim.ini.exampleJustin Clarke Casey2009-03-111-4/+4
| | | | | | | * In most cases, the setting in OpenSim.ini.example is taken as the canonical one since this is the file virtually everyone ends up using * OpenSim will start up with a blank OpenSim.ini, in which case sqlite is the default database (as before)
* * Tweak llMoveToTarget per mantis 3265Teravus Ovares2009-03-091-1/+1
| | | | | | | * Add some comments to the Wind Module * Add the BinBVH decoder/encoder as a scene object (to encode/decode animations programmatically). * Add m_sitState for upcoming code to improve sit results.
* Correct a typo, purely cosmetic.idb2009-03-071-1/+1
| | | | | FixesMantis #3263
* * Making the minimum ground offset for flying a configurable offset in the ↵Teravus Ovares2009-03-072-5/+11
| | | | | | | OpenSim.ini. This is the code that causes you to rise off the ground when you press the fly button and attempts to keep you above ground automatically when flying in a simulator. * minimum_ground_flight_offset, by default is 3 meters, as per Kitto Flora See OpenSim.ini.example for an example.