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2008-02-18ODE: Tired of floating above the ground after crossing a border? Boy have I ↵Teravus Ovares1-1/+1
got a solution for you! For a limited time, you can be the right height after border crossings automatically. Just three easy payments of $9.95 and make sure your neighbor is sending child agent updates!
2008-02-17* Located and destroyed the weird velocity and rotation transfers. It ↵Teravus Ovares1-0/+10
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.
2008-02-14* Made new Framework.Constants class, added RegionSize member.Adam Frisby1-9/+9
* 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.
2008-02-13* Bigish ODE stability Update. Run PrebuildTeravus Ovares1-0/+8
2008-02-13* Made physical prim stable enough for the general population to turn on. ↵Teravus Ovares1-0/+10
(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.
2008-02-11* Added PhysicsScene.Dispose()Teravus Ovares1-0/+3
* In ODE, disposing of all of the ODE objects and the ODE World to reclaim memory when the simulator restarts.
2008-02-05Converted logging to use log4net.Jeff Ames1-1/+1
Changed LogBase to ConsoleBase, which handles console I/O. This is mostly an in-place conversion, so lots of refactoring can still be done.
2008-01-29* Implemented grab and throw in ODE. It's a little strong still so toss ↵Teravus Ovares1-0/+21
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.
2008-01-12* Added some of the finer control points to POS such asTeravus Ovares1-0/+7
** jumping ** crouching ** landing on prim
2007-12-27* Optimized usingslbsa712-34/+52
* shortened references * Removed redundant 'this' * Normalized EOF
2007-12-19* Re-did the mass calculations in ODE for Prim Teravus Ovares1-0/+36
* 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.
2007-12-19Misc. cleanup:Jeff Ames1-4/+3
* 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
2007-12-12* Added some simstats to fill the simulator pane of the Statistics monitor.Teravus Ovares1-1/+4
* I stress, this is an initial implementation and the Agents(Child and Root) are definately obviously incorrect.
2007-12-10saved OpenSim source code from the giant rampaging unterminated copyright ↵Jeff Ames2-3/+3
notice of doom
2007-11-20per chi11ken: adding check for out-of-bounds avatars in POSBrian McBee1-0/+18
2007-11-20New improved POS! With slippery avatars and extra calculations.Brian McBee1-0/+10
2007-11-20fixed array range out of bounds exception and reference invalidation under ↵Jeff Ames1-21/+26
load in POS
2007-11-20Reverting my POS changes. I need to think this through a bit more.Brian McBee1-14/+14
2007-11-20*Huge* structural changes in ODE/OdePrim to get all of the calls in ↵Teravus Ovares1-0/+3
threadlocked code. ODEPrim was almost completely re-written. Copy/Space test needed.
2007-11-20POS physics. tweaking stair-climbing which broke with my last changeBrian McBee1-12/+14
2007-11-20POS physics: removed "stickiness" from avatars so they can slide along ↵Brian McBee1-10/+8
surfaces instead of sticking to them.
2007-11-19fixed POS rotation with certain anglesJeff Ames1-4/+4
2007-11-19added rotation support to POSJeff Ames1-4/+8
2007-11-18flying in POS should be a bit smootherJeff Ames1-4/+15
2007-11-18cleaned up some mono compiler warningsJeff Ames1-1/+0
2007-11-17improved avatar logic -- walk up low steps now, sortadan miller1-5/+21
2007-11-17minor POS tweak for speeddan miller1-5/+4
2007-11-17Out of a fog of alcohol and adenovirus, I present - POS!dan miller1-31/+218
EXTREMELY basic collision detection; walk on prims don't rotate anything do not feed or annoy POS YMMV
2007-11-17added some POS gravityJeff Ames1-22/+17
2007-11-16added dummy POS physics pluginJeff Ames2-0/+359