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2008-05-09* Patch from Jed (DeepThink) - More optimisations for BulletX renderer. ↵Adam Frisby1-20/+29
Trimesh collisions should now work relatively efficiently. BulletX plugin should now be functional - feedback would be appreciated as to how it performs vs ODE.
2008-05-09* Valid Sculpted prim now collide properly.Teravus Ovares2-67/+187
* 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
2008-05-09* Applying Dahlia's Triangular hole in a cube peg patch. Fixes the hollow ↵Teravus Ovares1-3/+21
orientation in a cube in the meshmerizer. Thanks Dahlia! * See mantis 0001203 for more details!
2008-05-09* Wrote a method to get the OpenJpeg data of a sculpt texture asset and save ↵Teravus Ovares1-0/+231
it to the prim shape. * Added some stuff around sculpted prim meshes.. but it's just there so the project compiles now.
2008-05-08* Removed ODELock message since it wasn't telling us anything important and ↵Teravus Ovares1-1/+1
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.
2008-05-08* Commit from Jed Zhu (DeepThink) - Initial implementation of mesh ↵Adam Frisby1-3/+172
collision into BulletX plugin. Additional work to come in the next few days.
2008-05-08* Reduced sleep durations in a number of files.Adam Frisby1-3/+0
2008-05-06* If you llApplyImpulse on an attachment, it applies impulse on the avatar, ↵Teravus Ovares7-18/+29
not the attachment.
2008-05-03* For your fragging desire, damage enabled land works, but watch out!, life ↵Teravus Ovares1-1/+3
does not regenerate until you're dead!
2008-05-03* Committing some collision stuffs that I'm working on.Teravus Ovares8-92/+309
* Nothing user facing yet.
2008-05-01* Breaking all the code, breaking all the code..!Adam Frisby1-4/+4
* Made a bunch more members static, removed some dead code, general cleaning.
2008-05-01Update svn properties. Minor formatting cleanup.Jeff Ames1-21/+9
2008-05-01* ODE Tweak. See if this helps.Teravus Ovares1-71/+23
2008-04-27* Single Attachments now work from inventory. You can attach from inventory ↵Teravus Ovares1-16/+16
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.
2008-04-24* Tuned the llMove2Target PID controller to be more reasonable and not ↵Teravus Ovares2-8/+33
overshoot the target.
2008-04-24* Adds much better support for attachments that you right click on in world.Teravus Ovares1-10/+22
* 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.
2008-04-23* Adds llSetStatus(STATUS_ROTATE_X | STATUS_ROTATE_Y | STATUS_ROTATE_Z,TF)Teravus Ovares8-5/+184
* 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
2008-04-21* Optimised using statements and namespace references across entire project ↵Adam Frisby11-38/+30
(this took a while to run).
2008-04-10* Made it safe again to use the restart button from the estate tools and the ↵Teravus Ovares1-4/+4
restart console command. * It looks ugly on the console.. but it's really safe.. and restores some memory.
2008-04-10* Adds twist support for Cubes, Cylinders, and Prisms in the MeshmerizerTeravus Ovares4-10/+364
* A tweak of the SimStatsReporter so it would report the prim capacity to be 45000.
2008-04-08* Added stretchable ellipsoid support with configurable LOD. It's actually ↵Teravus Ovares2-60/+168
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.
2008-04-08* Adds poor support for ellipsis in the Meshmerizer. This will get better.. ↵Teravus Ovares2-2/+113
notice the huge nasty facets! Regular spheres still work as they did.
2008-04-07* Updated ODE.NET bindings to the ODE library.Teravus Ovares1-11/+15
* Fixed some Tapers with Cylinders in the Meshmerizer
2008-04-06* Fixed up some documentationTeravus Ovares2-13/+13
* Should help the sinking feeling when new avatar arrive in the scene.
2008-04-03* ODEPlugin: put a limit on the minimum size a prim can be ( scale <=0 ).Teravus Ovares1-5/+12
2008-04-02* Updating the version of the ODE library. (big update). The Mac library ↵Teravus Ovares1-2/+2
needs to be updated still. * Adding some XMPP stuff that's incomplete.
2008-03-30* Minor cleanupTeravus Ovares2-5/+5
2008-03-29Fix compiler warnings in BulletXPlugin.Jeff Ames1-18/+18
2008-03-25Comment out unused private methods.Jeff Ames4-60/+62
2008-03-25Fix a few compiler warnings.Jeff Ames1-3/+0
2008-03-25* Adds llMoveToTarget and llStopMoveToTarget support to the ODEPlugin.Teravus Ovares7-4/+150
* 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.
2008-03-21Comment out "m_randomizeWater" and "ms" until we use them later.Charles Krinke1-2/+4
2008-03-18Formatting cleanup. Minor refactoring.Jeff Ames1-39/+6
2008-03-18* Remove unused (and somewhat nonsensical) method in PhysicsActorJustin Clarke Casey1-7/+0
* Thanks for DrScofld for drawing attention to this
2008-03-18Formatting cleanup.Jeff Ames29-798/+739
2008-03-14* Preliminary work with the ODEPlugin to collect collision data.Teravus Ovares4-14/+183
2008-03-10* Added Linear Acceleration reporting to the ODEPlugin.Teravus Ovares1-1/+21
* Added support for LSL llGetOmega (Rotational/Angular Velocity)- ODEPlugin is the only physics plugin that reports it.
2008-03-10ODEPluginTeravus Ovares7-0/+75
* 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.
2008-03-10* Added ODEPlugin Support for llSetBuoyancy. Set Buoyancy to 1 for space prim.Teravus Ovares9-11/+242
* Added WaterLevel support to the ODEPlugin. More on this later.
2008-03-09* Fixed a few things and enabling Physical Prim border crossings again.Teravus Ovares2-66/+75
* Everyone try to push a physical prim across a region border now.
2008-03-09ODE PluginTeravus Ovares2-56/+75
* More cleanup * Less noise
2008-03-09* Fixed the Link + Duplicate + Unlink both = 'ODE Invalid Argument in ↵Teravus Ovares2-27/+39
Collision Space Crash' * Added: Console comment: [PHYSICS]: The scene reused a disposed PhysActor! *waves finger*, Don't be evil.
2008-03-09* Cleaned up some locking on the ODEPlugin to make it more developer friendlyTeravus Ovares2-505/+496
* Expect the occasional deadlock?
2008-03-06* Killed 4 more warnings (at 16 now)Teravus Ovares2-1/+3
2008-03-05* Four more warnings, etc etc.Adam Frisby2-9/+0
2008-03-05* Three more warnings are a-gone.Adam Frisby1-3/+0
2008-03-04Added copyright heaaders. Minor cleanup.Jeff Ames1-0/+27
2008-03-03* Applied patch 708 from devalnor. Thanks devalnor!Teravus Ovares2-81/+93
* 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)
2008-03-02* This is a very icky implementation of physical linkset prim using fixed ↵Teravus Ovares7-120/+275
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.
2008-02-29* Fixed Cylinder mass formula using diameter instead of radius.Teravus Ovares1-2/+2