| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
|
|
| |
some tori/ring parameters. Thanks Dahlia!
* Some situations do not match the client's render of the tori, we know and are working on it. This is an initial support patch, so expect it to not be exact.
* Some tapers are acting slightly odd. Will fix.
|
| |
|
| |
|
| |
|
| |
|
|
|
|
| |
fails.
|
|
|
|
| |
types and null.
|
| |
|
|
|
|
|
|
|
|
| |
added 44 configurable options!
* This includes if you want to mesh sculpties and the Level of detail on the sculptie meshing for non physical and a separate LOD on physical sculpties.
* The options range from gravity.. to avatar movement speed, to friction management.. to object density.. to update throttling.
|
| |
|
| |
|
|
|
|
|
| |
* Some will do cool things, some will make your scene explode dramatically if you're not careful.
|
|
|
|
|
|
|
| |
support in load testing Adam's simulator was what pointed this old crufty sleep out.
* Please, we need more load tests with profilers running. :D
|
|
|
|
|
|
|
| |
of some of the parameters we pass to it's constructor now like, 'm_allowPhysicalPrim', 'seeIntoOtherRegions', etc.. so on
* The main purpose of this is to provide configuration options for ODE and other physics plug-ins that are advanced enough to be able to be configured.
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
| |
* 0001241: physics cylinder proxy distorted and square hollow misaligned (patch attached)
* The included patch corrects the outer shell of the meshmerizer proxy for the cylinder prim to eliminate spurious vertices and shape distortion, and corrects the orientation of the square hollow.
* The size and orientation of the square hollow for the prism prim has been corrected also.
|
|
|
|
| |
Trimesh collisions should now work relatively efficiently. BulletX plugin should now be functional - feedback would be appreciated as to how it performs vs ODE.
|
|
|
|
|
|
|
| |
* 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
|
|
|
|
|
|
|
| |
orientation in a cube in the meshmerizer. Thanks Dahlia!
* See mantis 0001203 for more details!
|
|
|
|
|
|
|
| |
it to the prim shape.
* Added some stuff around sculpted prim meshes.. but it's just there so the project compiles now.
|
|
|
|
|
|
|
| |
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.
|
|
|
|
| |
collision into BulletX plugin. Additional work to come in the next few days.
|
| |
|
|
|
|
| |
not the attachment.
|
|
|
|
| |
does not regenerate until you're dead!
|
|
|
|
|
| |
* Nothing user facing yet.
|
|
|
|
|
| |
* Made a bunch more members static, removed some dead code, general cleaning.
|
| |
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
| |
overshoot the target.
|
|
|
|
|
|
|
|
|
| |
* 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.
|
|
|
|
|
|
|
|
| |
* 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
|
|
|
|
| |
(this took a while to run).
|
|
|
|
|
|
|
| |
restart console command.
* It looks ugly on the console.. but it's really safe.. and restores some memory.
|
|
|
|
|
| |
* A tweak of the SimStatsReporter so it would report the prim capacity to be 45000.
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
| |
notice the huge nasty facets! Regular spheres still work as they did.
|
|
|
|
|
| |
* Fixed some Tapers with Cylinders in the Meshmerizer
|
|
|
|
|
| |
* Should help the sinking feeling when new avatar arrive in the scene.
|
| |
|
|
|
|
|
|
|
| |
needs to be updated still.
* Adding some XMPP stuff that's incomplete.
|
| |
|
| |
|
| |
|
| |
|
|
|
|
|
|
|
| |
* 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.
|