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* Formatting cleanup.Jeff Ames2010-10-041-4/+4
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* Replace CalculateMass with a more accurate version, contributed by Ubit.Melanie2010-10-021-234/+219
| | | | Thank you.
* Typo fixesMelanie2010-09-262-7/+7
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* adding configurable j2kDecodeCache pathBlueWall2010-09-264-8/+18
| | | | | | | | allowing the decoded sculpt map cache path to be defined in the configuration files. Use DecodedSculpMapPath in the [Startup] section to set the path. The default is still ./bin/j2kDecodeCache
* Add prim name to OdePrim Error and Warning messages.Justin Clark-Casey (justincc)2010-09-251-42/+45
| | | | This aims to make it easier to identify and remove rogue prims that are causing ODE to fall over.
* minor: remove some mono compiler warningsJustin Clark-Casey (justincc)2010-06-252-14/+14
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* Hunting for the problem in #4777Diva Canto2010-06-191-0/+1
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* Reverting my last two commits, putting back Melanie's exception handler. ↵Diva Canto2010-06-191-1/+10
| | | | Doesn't solve #4777.
* Reinstated the behavior of AddPrimShape *exactly* as it was as of December. ↵Diva Canto2010-06-191-10/+1
| | | | Trying to fix mantis #4777
* Remove an error in meshing error reporting. Now doesn't double-bombMelanie2010-06-181-1/+1
| | | | anymore on a bad sculpt
* Log and eat sculpt meshing exceptions caused by bad jp2 data.Melanie2010-06-121-1/+12
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* fix sculpt normal direction for mirrored plane sculptsdahlia2010-05-241-2/+1
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* GridUserService in place. Replaces the contrived concept of storing user's ↵Diva Canto2010-05-073-3101/+3101
| | | | | | home and position info in the presence service. WARNING: I violated a taboo by deleting 2 migration files and simplifying the original table creation for Presence. This should not cause any problems to anyone, though. Things will work with the new simplified table, as well as with the previous contrived one. If there are any problems, solving them is as easy as dropping the presence table and deleting its row in the migrations table. The presence info only exists during a user's session anyway. BTW, the Meshing files want to be committed too -- EOFs.
* improve handling of undersize sculpt texturesdahlia2010-05-061-4/+11
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* corrections for face numbering and uv mapping, mostly for spheres - sync ↵dahlia2010-05-061-2201/+2284
| | | | with PrimMesher r56
* Sculpt meshing refactoring - improves mesh accuracy and UV mappingdahlia2010-05-062-639/+810
| | | | Sync with PrimMesher r55
* Fixing line endingsJohn Hurliman2010-03-152-2846/+2846
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* flip UVs for profile facesdahlia2010-03-131-1/+1
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* correct some references which could produce erroneous prim face numbersdahlia2010-03-121-2202/+2201
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* some improvements to sculptmap alpha handling and LODdahlia2010-03-121-627/+645
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* * Added a better check to the SimianGrid connectors to test if they are ↵John Hurliman2010-03-124-47/+191
| | | | | | enabled or not. This method should work equally well with standalone or robust mode * Applying #4602 from Misterblu to add collision detection to BulletDotNET
* Separate PhysX classes into separate files.Jeff Ames2010-02-224-770/+882
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* Formatting cleanup.Jeff Ames2010-02-151-25/+25
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* Revolution is on the roll again! :)Revolution2010-02-1412-42/+429
| | | | | | | | Fixes: Undo, T-pose of others on login, modifiedBulletX works again, feet now stand on the ground instead of in the ground, adds checks to CombatModule. Adds: Redo, Land Undo, checks to agentUpdate (so one can not fall off of a region), more vehicle parts. Finishes almost all of LSL (1 function left, 2 events). Direct flames and kudos to Revolution, please Signed-off-by: Melanie <melanie@t-data.com>
* Applying patch #4534 by Misterblue to fix ODE physics stickinessJohn Hurliman2010-02-041-0/+2
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* Formatting cleanup. Add copyright headers.Jeff Ames2010-01-047-524/+518
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* Glue code for a couple of new LSL function implementationsMelanie2009-12-2210-3/+182
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* * Commit some sit code that's commented out for now.Teravus Ovares (Dan Olivares)2009-12-081-1/+8
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* * Adds Normal to the fields returned by the Physics RaycasterTeravus Ovares (Dan Olivares)2009-12-052-4/+10
| | | | | | | | * Fixes recognizing when a sit target is and isn't set. * * 1. Vector3.Zero. * * 2. Orientation: x:0, y:0, z:0, w:1 - ZERO_ROTATION * * (or) Orientation: x:0, y:0, z:0, w:0 - Invalid Quaternion * * (or) Orientation: x:0, y:0, z:1, w:0 - Invalid mapping, some older objects still exist with it
* * Fixes mantis 4416. Animator is dereferenced on logoutTeravus Ovares (Dan Olivares)2009-12-051-1/+4
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* * Fixes the 10x10x10 hard physics limitation. (wierdly, you have to set ↵Teravus Ovares (Dan Olivares)2009-12-032-0/+5
| | | | | | | this for each region in your Regions.ini[PhysicalPrimMax = 10(default)]) * Adds a configurable maximum object mass before the mass is clamped. Default is 10000.01. Configurable by changing maximum_mass_object in the [ODEPhysicsSettings] section. * Clamping the mass is important for limiting the amount of CPU an object can consume in physics calculations. Too high, and the object overcomes restitution forces by gravity alone. This generates more collisions potentially leading to 'deep think'.
* * Fixes a case of d.BodyEnable with IntPtr.Zero passed as the parameter in ↵Teravus Ovares (Dan Olivares)2009-11-261-1/+4
| | | | linkset where EnableBody was called and the body is immediately disabled. The previous functionality assumed that a body was received in EnableBody but.. in some cases, it wasn't.
* * Resolves mantis 4390 http://opensimulator.org/mantis/view.php?id=4390Teravus Ovares (Dan Olivares)2009-11-231-1/+1
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* * Adds a test for if the collision is at the bottom of the capsule on ↵Teravus Ovares (Dan Olivares)2009-11-221-1/+12
| | | | avatar. This prevents the 'double jump' capability that's been occurring for ages when avatar collide with prim on the side.
* * Added missing lock to m_forcelist when AddForce is called. When a user ↵Teravus Ovares (Dan Olivares)2009-11-221-3/+26
| | | | | | dragged a prim, in some cases, it would corrupt the datatype in memory and throw spurious IndexOutOfRangeExceptions. * Physics a situation that causes physics to spew redline messages to the console forever.
* * Fixes the second of two terse update issues. Physical objects should react ↵Teravus Ovares (Dan Olivares)2009-11-211-0/+3
| | | | normally again.
* * Fixes one of two terse update issues. There's still one left, but this ↵Teravus Ovares (Dan Olivares)2009-11-211-1/+9
| | | | one fixes the situation where the object on the server is moving but no updates are being sent.
* clean up some cruftdahlia2009-11-111-12/+2
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* minor: remove mono compiler warningJustin Clark-Casey (justincc)2009-11-111-1/+1
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* add an overload to _SculptMesh for meshing from a list of coordinatesdahlia2009-11-091-3/+46
| | | | add conditional compilation for System.Drawing dependency
* Following various discussions on irc and in the OpenSim dev OSGrid meeting ↵Justin Clark-Casey (justincc)2009-11-091-1/+1
| | | | | | | last week, change av_capsule_tilted to false by default This appears to now give better ODE physics response (less sinking into the ground, etc.) Please change it back if this is actually a bad idea for some reason
* minor: remove some mono compiler warningsJustin Clark-Casey (justincc)2009-11-092-2/+4
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* Merge branch 'master' of ssh://justincc@opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2009-11-037-918/+139
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| * Delete depricated extrusion methods and redirect to universal extrude method.dahlia2009-11-021-833/+10
| | | | | | | | Sync with PrimMesher.cs r47 on forge.
| * * Log progress messages when loading OAR files with a lot of assetsJohn Hurliman2009-10-294-72/+92
| | | | | | | | | | * Change the PhysicsCollision callback for objects to send full contact point information. This will be used to calculate the collision plane for avatars * Send the physics engine velocity in terse updates, not the current force being applied to the avatar. This should fix several issues including crouching through the floor and walking through walls
| * Always send a time dilation of 1.0 while we debug rubberbanding issuesJohn Hurliman2009-10-281-1/+2
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| * Limit physics time dilation to 1.0John Hurliman2009-10-281-1/+1
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| * * Reduce the velocity tolerance on sending terse updates to avoid slowly ↵John Hurliman2009-10-281-3/+10
| | | | | | | | | | | | drifting prims/avatars * Added contacts_per_collision to the ODE config section. This allows you to reduce the maximum number of contact points ODE will generate per collision and reduce the size of the array that stores contact structures
| * Fixed a bad check on velocity in the ODE near() callback (it was only ↵John Hurliman2009-10-281-3/+3
| | | | | | | | checking for velocity in certain directions, and was calling the get_Velocity() function three times)
| * Switching sculpty from CSJ2K back to OpenJPEG for now until more kinks are ↵John Hurliman2009-10-281-2/+6
| | | | | | | | ironed out