| Commit message (Collapse) | Author | Files | Lines |
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Trimesh collisions should now work relatively efficiently. BulletX plugin should now be functional - feedback would be appreciated as to how it performs vs ODE.
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* The first time you set the sculpted texture of a prim you might have to futz with it to get it to generate a sculpted physics proxy
* Note that there are already issues in Trunk, (such as the prim scaling issue and prim jumping issue. Essentially editing is difficult right now)
* This just adds to the experimental nature of trunk. :D
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orientation in a cube in the meshmerizer. Thanks Dahlia!
* See mantis 0001203 for more details!
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it to the prim shape.
* Added some stuff around sculpted prim meshes.. but it's just there so the project compiles now.
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people seemed to think it was the cause of their issues rather then a message to help locate a situation where physics stalls for a second and then kicks.
* This was simply a message added when an avatar was added/removed from the scene.
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collision into BulletX plugin. Additional work to come in the next few days.
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not the attachment.
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does not regenerate until you're dead!
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* Nothing user facing yet.
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* Made a bunch more members static, removed some dead code, general cleaning.
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and detach from inventory.
* Detaching from right clicking in world, detaches to your inventory.
* If you go up to a prim and attach it from in world, it appears in your inventory.
* Attachment placement is saved when you detach them.
* Choosing wear remembers your last attachment point from inventory.
* Wrote a method to update an inventory item's asset and sends the updated inventory item to the Client
* Wrote a recursive method to find the folder of a known existing inventory item.
* Removed a block on physics object position on creation. This might crash a region or two, let us know via Mantis if your region crashes because of a physics out of bounds error.
* Drop doesn't work. The menu item doesn't even come up. Don't know why :P.
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overshoot the target.
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* Your friends can see your attachments now. People who appear in the sim after you've attached something can also see your attachments.
* You can position & rotate your attachments now. Positions do *not* save.
* You can detach attachments now the regular way.
* Attachments do not cross into other regions with you..(this isn't too far off)
* Updated ODE to not request terse updates on child prim.
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* Currently if you apply that to only one or two axis you get unpredictable and sometimes explosive results.
* Three axis works well enough to play with it anyway. More work is needed here.
* Fixed an incorrectly named method in ODE.NET
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(this took a while to run).
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restart console command.
* It looks ugly on the console.. but it's really safe.. and restores some memory.
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* A tweak of the SimStatsReporter so it would report the prim capacity to be 45000.
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a split facet icosahedral geodesic sphere that's scaled.
* In other words, you can stretch spheres into oblong shapes now and watch them roll around like a football would.
* Still can't cut, twist or profile cut spheres yet.
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notice the huge nasty facets! Regular spheres still work as they did.
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* Fixed some Tapers with Cylinders in the Meshmerizer
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* Should help the sinking feeling when new avatar arrive in the scene.
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needs to be updated still.
* Adding some XMPP stuff that's incomplete.
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* It doesn't generate at_target events, because they don't exist yet in the script engine.
* The Tau is different, however, compatible with scripts I tested.
* Not perfect... but pretty good.
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* Thanks for DrScofld for drawing attention to this
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* Added support for LSL llGetOmega (Rotational/Angular Velocity)- ODEPlugin is the only physics plugin that reports it.
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* Added osSetPrimFloatOnWater(BOOL) to make Physical prim float at the water level.
* osSetPrimFloatOnWater(TRUE); or osSetPrimFloatOnWater(FALSE);
* By default, prim do not float at the water level.
* More work is needed on the floating, but it's a start.
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* Added WaterLevel support to the ODEPlugin. More on this later.
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* Everyone try to push a physical prim across a region border now.
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* More cleanup
* Less noise
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Collision Space Crash'
* Added: Console comment: [PHYSICS]: The scene reused a disposed PhysActor! *waves finger*, Don't be evil.
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* Expect the occasional deadlock?
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* ODE: Added support for larger box stacks. (they're slow, but they work)
* ODEPlugin no longer tries to 'catch up' with the simulator frame rate if it gets behind. Catching up was causing a lot of problems with larger box stacks and other things that stall the simulator (like saving prim in the datastore)
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joints. This will change quite drastically, however it's fun to play with.
* To play with this you must link your prim before setting it physical, otherwise they won't link in the physics engine properly. This will also be fixed.
* Currently the linked prim are extremely unstable because I have yet to implement combining of forces with the same normal. This will also be fixed. In fact, the whole PhysicsActor, ODEPrim relationship will be reworked to consider groups from the get-go.
* This implementation is better then it crashing your sim, so I'm commiting it for now.
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