| Commit message (Collapse) | Author | Files | Lines |
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* In ODE, disposing of all of the ODE objects and the ODE World to reclaim memory when the simulator restarts.
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* Backup your database just in case.
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Cylinder prim.
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you tapered if you didn't have a cut or a hollow.
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* Removed the hull verbosity
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Enjoy the new physics-friendly prim type.
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specific /dev/ folder
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'cut' from the hull, so slightly better support, but still limited.
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Meshmerizer plugin. (Limited because path cut is wrongly offset and while Hollowing works, you can walk through the inside wall.)
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Changed LogBase to ConsoleBase, which handles console I/O.
This is mostly an in-place conversion, so lots of refactoring can still be done.
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mantis issue #435 (for now)
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have a libsl update... it's really a fix to the libsl version we're already using because of a bug in the particlesystem implementation
* Added two new simstat counters in the simstat enum for the RCCS. (I'll find something cool to put in them)
* fixed a time waster in ODEPlugin.cs
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* This stability optimization is disabled on Apple Computers until the .dylib library is updated.
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* WARNING: This update will break *nix support. Will be restored in the next revision
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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.
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been an update on bullet in a while and the console notifications consume the entire CPU to make bullet completely unusable.
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you cross a border into a region, the new region doesn't know your height and therefore you're about a meter off the ground. If the region doesn't know your height, you won't be able to climb steps. If you're in that state, edit your appearance and the region will learn your height and you will again be able to climb steps.
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experimental update.
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substeps with fallback to 5 substeps when things get slow
* Just to give you an idea of the difference .. previous ODE_STEPSIZE was 0.005f - 1000/5 = 200fps - 10 substeps with fallback to 5 substeps when things get slow
* *nix avatar may fall over again, *sorry*
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* Let me know if all your avatar are standup.
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* Please revert if this is wrong, Teravus
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Debian.
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instead of the 'avatar wobble' This also uses a hack to detect debian and change the force applied by the AMotor to a different value for Debian. The intent of this all is to get the avatar to stand up in Debian with the AMotor.
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Anyone on Debian want to run this revision and send me back the two platform lines? It would be helpful.
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spheres to the physical prim mix.
* Be advised.. these are not ellipsoids.. these are spheres.
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* It's a known fact that the greater the friction the more computationally intensive a physics simulation with it is....
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* Set the avatar's radius to 0.37m, I think this gives the *best* balance between spaces the avatar can fit, and the ability to climb steps
* Fixed a few things
* Tweaked some more
* Played with gravity (-9.8m/s)
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before this'll do anything. Be careful with this function as it's easy to loose prim.
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* Cleaned up copyright notices in AssemblyInfo.cs's
* Added Copyright headers to a bunch of files missing them
* Replaced several common string instances with a static constant to prevent reallocation of the same strings thousands of times. "" -> String.Empty is the first such candidate.
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* There will be bugs, you can count on that. To avoid them, set the linksets phantom
* After region restart, the linksets restore in a non collidable state.
* Linksets can but shouldn't be made physical with the physical checkbox or when you unlink them, they tend to explode.
* After creating a linkset, you have to move the linkset or set it phantom and not phantom for it to become collidable.
* There's a few ParentGroup references that need to be refactored.
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far, only windows lib updated. Need to do the Linux version.
* Update also checked into opensim-libs
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* Did some goofy math undoing in the Sim Stats Reporter
* More reduction to the amount of calls per second to UnManaged ODE code
* Added a significant amount of comments to ODE
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** jumping
** crouching
** landing on prim
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* Border crossings within the same opensim instance seem better.
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and then patch these changes back in. Currently it's not quite ready for 0.5. The down side to this action, is that we loose some performance to the garbage collector for now. Given that the target date for 0.5 is *Two days* from now, I'm taking the initiative to work towards a real stable version.
* This update also fixes scripting and some weird physics reactions
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inventory on other prim coming soon). No more new prim buried in the ground by accident.
* The prim are at the absolute position of the prim you rezzed it on top of + (0,0,0.5) for now.
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errors, etc.
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* shortened references
* Removed redundant 'this'
* Normalized EOF
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