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* * Yet another way to optimize the sculpt mesh generatorTeravus Ovares2008-05-251-25/+25
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* * kill a potentially large float array.Teravus Ovares2008-05-251-1/+1
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* * Releases Pinned vertex/index list in ODE on next mesh request.Teravus Ovares2008-05-253-5/+28
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* * Prevent an error from stopping startup when decoding the sculpt mesh j2k ↵Teravus Ovares2008-05-221-2/+12
| | | | fails.
* Formatting cleanup, minor refactoring. Fixed some comparisons of value ↵Jeff Ames2008-05-181-53/+46
| | | | types and null.
* Formatting cleanup.Jeff Ames2008-05-171-133/+21
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* * This finishes the ODE options section of the OpenSim.ini.example. I've ↵Teravus Ovares2008-05-167-48/+116
| | | | | | | | 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.
* Formatting cleanup.Jeff Ames2008-05-1613-357/+285
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* * Adds various tweakable avatar control options to the OpenSim.ini.example.Teravus Ovares2008-05-152-41/+70
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* * Added about half of the planned ODE physics options to OpenSim.ini.example.Teravus Ovares2008-05-153-61/+133
| | | | | * Some will do cool things, some will make your scene explode dramatically if you're not careful.
* * Got rid of an old crufty sleep that was being called. Thanks for your ↵Teravus Ovares2008-05-151-1/+1
| | | | | | | 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
* * Refactored IConfigSource into Physics plug-ins and Scene. We can get rid ↵Teravus Ovares2008-05-148-10/+23
| | | | | | | 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.
* More formatting cleanup.Jeff Ames2008-05-142-4/+6
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* Formatting cleanup.Jeff Ames2008-05-143-5/+4
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* * Some more bulletx physics fixes from Jed (DeepThink)Adam Frisby2008-05-131-14/+14
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* * Fixed directory not found when saving Mesh previews (my bad, I was testing)Teravus Ovares2008-05-131-1/+1
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* * Committing meshmerizer patch from Dahlia. Thanks Dahlia!Teravus Ovares2008-05-131-185/+269
| | | | | | | * 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.
* * Patch from Jed (DeepThink) - More optimisations for BulletX renderer. ↵Adam Frisby2008-05-091-20/+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.
* * Valid Sculpted prim now collide properly.Teravus Ovares2008-05-092-67/+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
* * Applying Dahlia's Triangular hole in a cube peg patch. Fixes the hollow ↵Teravus Ovares2008-05-091-3/+21
| | | | | | | orientation in a cube in the meshmerizer. Thanks Dahlia! * See mantis 0001203 for more details!
* * Wrote a method to get the OpenJpeg data of a sculpt texture asset and save ↵Teravus Ovares2008-05-091-0/+231
| | | | | | | it to the prim shape. * Added some stuff around sculpted prim meshes.. but it's just there so the project compiles now.
* * Removed ODELock message since it wasn't telling us anything important and ↵Teravus Ovares2008-05-081-1/+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.
* * Commit from Jed Zhu (DeepThink) - Initial implementation of mesh ↵Adam Frisby2008-05-081-3/+172
| | | | collision into BulletX plugin. Additional work to come in the next few days.
* * Reduced sleep durations in a number of files.Adam Frisby2008-05-081-3/+0
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* * If you llApplyImpulse on an attachment, it applies impulse on the avatar, ↵Teravus Ovares2008-05-067-18/+29
| | | | not the attachment.
* * For your fragging desire, damage enabled land works, but watch out!, life ↵Teravus Ovares2008-05-031-1/+3
| | | | does not regenerate until you're dead!
* * Committing some collision stuffs that I'm working on.Teravus Ovares2008-05-038-92/+309
| | | | | * Nothing user facing yet.
* * Breaking all the code, breaking all the code..!Adam Frisby2008-05-011-4/+4
| | | | | * Made a bunch more members static, removed some dead code, general cleaning.
* Update svn properties. Minor formatting cleanup.Jeff Ames2008-05-011-21/+9
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* * ODE Tweak. See if this helps.Teravus Ovares2008-05-011-71/+23
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* * Single Attachments now work from inventory. You can attach from inventory ↵Teravus Ovares2008-04-271-16/+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.
* * Tuned the llMove2Target PID controller to be more reasonable and not ↵Teravus Ovares2008-04-242-8/+33
| | | | overshoot the target.
* * Adds much better support for attachments that you right click on in world.Teravus Ovares2008-04-241-10/+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.
* * Adds llSetStatus(STATUS_ROTATE_X | STATUS_ROTATE_Y | STATUS_ROTATE_Z,TF)Teravus Ovares2008-04-238-5/+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
* * Optimised using statements and namespace references across entire project ↵Adam Frisby2008-04-2111-38/+30
| | | | (this took a while to run).
* * Made it safe again to use the restart button from the estate tools and the ↵Teravus Ovares2008-04-101-4/+4
| | | | | | | restart console command. * It looks ugly on the console.. but it's really safe.. and restores some memory.
* * Adds twist support for Cubes, Cylinders, and Prisms in the MeshmerizerTeravus Ovares2008-04-104-10/+364
| | | | | * A tweak of the SimStatsReporter so it would report the prim capacity to be 45000.
* * Added stretchable ellipsoid support with configurable LOD. It's actually ↵Teravus Ovares2008-04-082-60/+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.
* * Adds poor support for ellipsis in the Meshmerizer. This will get better.. ↵Teravus Ovares2008-04-082-2/+113
| | | | notice the huge nasty facets! Regular spheres still work as they did.
* * Updated ODE.NET bindings to the ODE library.Teravus Ovares2008-04-071-11/+15
| | | | | * Fixed some Tapers with Cylinders in the Meshmerizer
* * Fixed up some documentationTeravus Ovares2008-04-062-13/+13
| | | | | * Should help the sinking feeling when new avatar arrive in the scene.
* * ODEPlugin: put a limit on the minimum size a prim can be ( scale <=0 ).Teravus Ovares2008-04-031-5/+12
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* * Updating the version of the ODE library. (big update). The Mac library ↵Teravus Ovares2008-04-021-2/+2
| | | | | | | needs to be updated still. * Adding some XMPP stuff that's incomplete.
* * Minor cleanupTeravus Ovares2008-03-302-5/+5
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* Fix compiler warnings in BulletXPlugin.Jeff Ames2008-03-291-18/+18
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* Comment out unused private methods.Jeff Ames2008-03-254-60/+62
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* Fix a few compiler warnings.Jeff Ames2008-03-251-3/+0
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* * Adds llMoveToTarget and llStopMoveToTarget support to the ODEPlugin.Teravus Ovares2008-03-257-4/+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.
* Comment out "m_randomizeWater" and "ms" until we use them later.Charles Krinke2008-03-211-2/+4
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* Formatting cleanup. Minor refactoring.Jeff Ames2008-03-181-39/+6
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