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* Keep IsColliding updated for the recent changes in ScenePresence so that ↵idb2009-04-191-0/+3
| | | | walk/stand animations will get used instead of just falling
* * Rudimentary angular motor implementation for the LSL Vehicle APITeravus Ovares2009-04-192-8/+84
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* Added a "force_simple_prim_meshing" option to the ODE settings in ↵Dahlia Trimble2009-04-191-25/+18
| | | | | | | OpenSim.ini which will use meshes for collisions with simple prim shapes rather than internal ODE algorithms. This may help with Mantis #2905 and Mantis #3487 for those experimenting with capsule settings. Note that this will increase memory usage and region startup time.
* Add some documentation. (note this is *not* a thinly veiled attempt to ↵Dahlia Trimble2009-04-181-1/+3
| | | | increase my commit frequency *wink*)
* * A few fixes to the Linear MotorTeravus Ovares2009-04-171-15/+21
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* * Add Implementation of Linear Motor and Linear friction from the LSL ↵Teravus Ovares2009-04-171-9/+73
| | | | Vehicle API in Physics
* * Set some minimum values to avoid divide by zero errors.Teravus Ovares2009-04-171-0/+14
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* * Commit a few fixes to the Vehicle settingsTeravus Ovares2009-04-172-13/+67
| | | | | * Vertical Attractor servo
* * Remove some super experimental stuff in BulletDotNETPlugin since it was ↵Teravus Ovares2009-04-163-11/+18
| | | | | | | causing issues. * Tweak the ODEPrim PID a bit more.
* * Committing more BulletDotNETPlugin workTeravus Ovares2009-04-163-10/+315
| | | | | | * Tweak the LLSetStatus results in the ODEPlugin. Hopefully it's a little less unstable. * ODEPlugin is using experimental math for LLSetStatus, use with caution! :)
* * Adding some organization of vehicle type stuff in the ODEPlugin.Teravus Ovares2009-04-143-183/+535
| | | | | * Vehicles do NOT work. This is just organization and a bit of logical code to make doing vehicles easier
* * Commit a variety of fixes to bugs discovered while trying to fix the NaN ↵Teravus Ovares2009-04-141-11/+100
| | | | | | | | | singularity. * WebStatsModule doesn't crash on restart. GodsModule doesn't crash when there is no Dialog Module. LLUDPServer doesn't crash when the Operation was Aborted. * ODEPlugin does 'Almost NaN' sanity checks. * ODEPlugin sacrifices NaN avatars to the NaN black hole to appease it and keep it from sucking the rest of the world in.
* * BulletDotNETPlugin supports Axis lock (LLSetStatus) from the script engine ↵Teravus Ovares2009-04-111-2/+93
| | | | now.
* * Instead of referencing mesh stuff in the physics plugin.. change the IMesh ↵Teravus Ovares2009-04-113-17/+29
| | | | Interface. (blame prebuild)
* * Adds Physical/Active Linkset support to BulletDotNETPluginTeravus Ovares2009-04-101-108/+268
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* * Tweak the character controller some moreTeravus Ovares2009-04-102-191/+348
| | | | | | | * Add cursory integration with script engine. * LLMoveToTarget, LLSetBouyancy, LLSetStatus (Physical only), LLApplyImpulse, LLApplyTorque, LLPushObject.. etc. * Still missing linked physical active and LLSetStatus with an axis lock.
* * Whoops, never saved the BulletDotNETScene.. Last commit continued.....Teravus Ovares2009-04-091-1/+1
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* * Changes the timstep of the bullet world Teravus Ovares2009-04-092-11/+12
| | | | | | | | * Enables border crossings when using the BulletDotNETPlugin * Enabled variable time steps in BulletDotNETPlugin * Still no 'linked physical objects' yet * Still no script engine integration
* * Added finite testing to the character and object constructorTeravus Ovares2009-04-072-4/+35
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* * Added a routine to check if a PhysicsVector and Quaternion is finiteTeravus Ovares2009-04-073-45/+193
| | | | | | * Now validating input to the Physics scene and warning when something is awry. * This should help nail down that Non Finite Avatar Position Detected issue.
* * Tweak the BulletDotNETPlugin character controller so it feels more finished.Teravus Ovares2009-04-072-3/+20
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* * This fixes BulletDotNET so it can now be used on linux.Teravus Ovares2009-04-071-0/+2
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* * BulletDotNET Updates. Teravus Ovares2009-04-072-59/+219
| | | | | * Should react somewhat normally to editing, and setting physics now.
* Add copyright headers, formatting cleanup.Jeff Ames2009-04-064-4/+86
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* unspecified sculpt stitching mode now defaults to plane instead of sphere. ↵Dahlia Trimble2009-04-051-1/+3
| | | | Addresses Mantis #3403
* * Fixing SVN propertiesTeravus Ovares2009-04-056-4031/+4031
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* * Committing what I have on the BulletDotNETPlugin that I have so far. Teravus Ovares2009-04-056-0/+4033
| | | | | | | | * It's not ready to try. It doesn't do what you expect in many ways. * It throws errors and prints jibberish on the console * Test it out only if you're brave and you've backed up first. * The opensim.ini line is physics = BulletDotNETPlugin
* fix an error in hollow cylinder face number calculationDahlia Trimble2009-04-031-1/+2
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* partial support for sculpted prim "inside out" settingDahlia Trimble2009-04-021-11/+38
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* * Upped trunk version number to 0.6.4 as we just tagged 0.6.4-releaselbsa712009-04-016-6/+6
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* Hard code scaled image resolution to 96 dpi prior to sculpt meshing to ↵Dahlia Trimble2009-04-011-2/+2
| | | | prevent a mono 2.4 failure. Thanks to cmickeyb for pointing out the failure.
* From: Alan M Webb <alan_webb@us.ibm.com>Dr Scofield2009-03-311-1/+9
| | | | | | | Add sanity check to fly-height calculation so that it does not attempt to retrieve information from non-existent regions.
* * Remove a debug line of localIDsTeravus Ovares2009-03-301-1/+1
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* * Fixing thread safety of avatar adding and removing from the Physics Scene ↵Teravus Ovares2009-03-303-7/+29
| | | | | | | in the ODEPlugin * This may help one of the symptoms or mantis 3363 , however it probably won't solve the occasional NonFinite Avatar Position detected.. issues that some people see. That is probably an entirely different issue(NaN).
* add x-axis mirror capability to sculpted prim mesh - addresses Mantis #3342Dahlia Trimble2009-03-262-2/+16
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* make some arrays static to prevent excessive re-initialization - suggested ↵Dahlia Trimble2009-03-261-5/+5
| | | | by jhurliman
* Ensure the remembered velocity is zero when physical is turned off on a ↵idb2009-03-201-1/+5
| | | | | | | prim. Without this the velocity gets sent to the client and the prim appears to move. Fixes Mantis #3303
* fixed propagation of normalized sculpt mesh vertex normalsDahlia Trimble2009-03-151-3/+3
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* * Make all coded defaults match settings in OpenSim.ini.exampleJustin Clarke Casey2009-03-111-4/+4
| | | | | | | * In most cases, the setting in OpenSim.ini.example is taken as the canonical one since this is the file virtually everyone ends up using * OpenSim will start up with a blank OpenSim.ini, in which case sqlite is the default database (as before)
* * Tweak llMoveToTarget per mantis 3265Teravus Ovares2009-03-091-1/+1
| | | | | | | * Add some comments to the Wind Module * Add the BinBVH decoder/encoder as a scene object (to encode/decode animations programmatically). * Add m_sitState for upcoming code to improve sit results.
* Minor formatting cleanup.Jeff Ames2009-03-072-8/+36
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* Correct a typo, purely cosmetic.idb2009-03-071-1/+1
| | | | | FixesMantis #3263
* * Making the minimum ground offset for flying a configurable offset in the ↵Teravus Ovares2009-03-072-5/+11
| | | | | | | OpenSim.ini. This is the code that causes you to rise off the ground when you press the fly button and attempts to keep you above ground automatically when flying in a simulator. * minimum_ground_flight_offset, by default is 3 meters, as per Kitto Flora See OpenSim.ini.example for an example.
* * fixes mantis 3259Teravus Ovares2009-03-071-0/+9
| | | | | * I'm concerned however that the 'minimum fly height' should really be implemented in ScenePresence and not in the specific physics plugin so that all of the physics plugins can take advantage of it and if desired, a person could swap out the 'minimum fly height' functionality with other functionality.
* * Added some limits to the maximum force applied per second by ↵Teravus Ovares2009-03-072-2/+27
| | | | llMoveToTarget. Currently, it's 350 times the mass in newtons applied per second, maximum.
* Fixes Mantis #3260. Thank you kindly, MCortez for a patch that:Charles Krinke2009-03-069-2/+177
| | | | | | | | | | llSetHoverHeight() should not clamp the x/y position of an object the way MoveTo does, and it should recalculate the absolute height to hover at as an object moves to reflect the current ground/water height under it. Correctly implementing required adjusting the Physics interfaces and implementing at the physics plug-in level. The attached is a patch that correctly implements llSetHoverHeight() including updates to the ODE physics plug-in.
* * Fixing a few mass calculation errors suggested by jhurlimanTeravus Ovares2009-03-051-2/+2
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* * minor: Remove most mono compiler warningsJustin Clarke Casey2009-02-251-1/+1
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* remove log4net dependency and from PrimMesher.csDahlia Trimble2009-02-242-7/+18
| | | | | sync PrimMesher.cs with PrimMesher.dll version 29 on forge
* Mantis#3218. Thank you kindly, TLaukkan (Tommil) for a patch that:Charles Krinke2009-02-227-27/+41
| | | | | | | | | * Added log4net dependency to physxplugin in prebuild.xml. * Added missing m_log fields to classes. * Replaced Console.WriteLine with appropriate m_log.Xxxx * Tested that nant test target runs succesfully. * Tested that local opensim sandbox starts up without errors.