Commit message (Collapse) | Author | Age | Files | Lines | |
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* | Fix for avatar falling through terrain when av_capsule_tilted=false, Mantis ↵ | nlin | 2009-07-15 | 1 | -8/+78 |
| | | | | | | | | | | | | | | | | | #2905 This fix re-introduces a small tilt into the capsule to prevent avatar falling through terrain. Re-introduction of the tilt means that some direction-dependent behavior when walking over prims, but I have tried to minimize this. Additionally this commit allows the capsule to wobble slightly when being pushed around the terrain. This should make walking over prims easier, as the capsule can wobble and glide diagonally over the prim's edge, instead of rigidly being stopped vertically against the prim's face. | ||||
* | Thank you, Twitch, for a patch to restore mayhem and murder to OpenSim | Melanie Thielker | 2009-07-14 | 1 | -6/+6 |
| | | | | | | Fixes Mantis #3888 | ||||
* | add a constructor overload and an AddPos method to SculptMesh | Dahlia Trimble | 2009-07-14 | 1 | -0/+33 |
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* | Some improvements to prim face numbering - only affects viewers using PrimMesher | Dahlia Trimble | 2009-07-11 | 1 | -11/+17 |
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* | Experimental fix for tilted avatar capsule, Mantis #2905 | nlin | 2009-07-08 | 2 | -7/+29 |
| | | | | | | | | | | | | | | | | | | | | | | | Set av_capsule_tilted to false in opensim.ini. Default is true, so there is no change in avatar behavior (and no breaking of existing content which relies on the tilted capsule). This commit straightens up the avatar capsule so it behaves consistently (e.g. same collision behavior against prims regardless of which direction the avatar is coming from; ability to fit through narrow doorways). Please note this introduces other side effects which have not been fixed. In particular: * The avatar frequently falls through the terrain if it is not flat, though the avatar behaves pretty well on flat terrain. This requires investigation of the ode terrain collider. * The apparent foot position of the avatar with respect to the ground is changed. This requires investigation of the avatar height/capsule height. Please consider this as work in progress. | ||||
* | - fixes a "collection out of sync" exception in the ODE physics | Dr Scofield | 2009-06-25 | 2 | -36/+53 |
| | | | | | | | engine, caused by an "avatar infinite position" occurring under heavy load. - fixes "value too small" exception in ChatModule | ||||
* | Properly reset a vehicle's status to VEHICLE_TYPE_NONE when requested | Melanie Thielker | 2009-06-19 | 1 | -0/+1 |
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* | From: Alan Webb <alan_webb@us.ibm.com> | Dr Scofield | 2009-06-10 | 1 | -2/+2 |
| | | | | | | | | Eat collision errors --- NOTE: this fix might be naive, it seems to have helped us getting to 81 avatars (whereas we'd crash with 20 before), but it sure would benefit from some check-over by a person skilled in the art of ODE physics. | ||||
* | Formatting cleanup. | Jeff Ames | 2009-06-10 | 6 | -11/+9 |
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* | some code cleanup | Dahlia Trimble | 2009-06-06 | 1 | -3/+0 |
| | | | | | | test commit with cygwin svn | ||||
* | Fix comparison of UUID with null. | Jeff Ames | 2009-06-04 | 1 | -1/+1 |
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* | * Pried apart the ODE tests. This fixes mantis #3212 | lbsa71 | 2009-06-02 | 1 | -0/+0 |
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* | Minor: Change OpenSim to OpenSimulator in older copyright headers and ↵ | Jeff Ames | 2009-06-01 | 33 | -33/+33 |
| | | | | LICENSE.txt. | ||||
* | reduce verbosity of sculpt map cache messages to reporting cache failures only | Dahlia Trimble | 2009-05-31 | 1 | -2/+2 |
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* | some clean up of sculpt map caching code | Dahlia Trimble | 2009-05-29 | 1 | -5/+3 |
| | | | | | remove a redundant debug message | ||||
* | reinstate a hopefully more robust experimental decoded sculpt map caching scheme | Dahlia Trimble | 2009-05-29 | 1 | -3/+5 |
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* | disable sculpt map caching until a better method of avoiding asset requests ↵ | Dahlia Trimble | 2009-05-29 | 1 | -5/+8 |
| | | | | can be found | ||||
* | Experimental decoded sculpt map caching | Dahlia Trimble | 2009-05-29 | 1 | -17/+48 |
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* | Revert "* Added IntegrationTest Attribute and tagged the ODETestClass" | Sean Dague | 2009-05-27 | 1 | -2/+1 |
| | | | | | | | This reverts commit 8f0096cc7b112fea8f69f391224911f624482747. To get us back to compiling on fresh checkouts. | ||||
* | * Added IntegrationTest Attribute and tagged the ODETestClass | lbsa71 | 2009-05-27 | 1 | -1/+2 |
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* | * Upped version number to 0.6.5 | lbsa71 | 2009-05-25 | 6 | -6/+6 |
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* | cleaning out warnings. | Dr Scofield | 2009-05-22 | 7 | -170/+168 |
| | | | | | | NOTE: we currently have a gazillion warnings caused stuff flagged as "obsolete" (OGS1 stuff) --- what's up with that? | ||||
* | Sculpt mesher refactor | Dahlia Trimble | 2009-05-19 | 1 | -58/+98 |
| | | | | | | | | adds some previously missing geometry to sculpties new LOD improves vertex accuracy fix torus mode mesh edge joining sync with primmesher r37 | ||||
* | some sculpted prim geometry accuracy and meshing speed improvements | Dahlia Trimble | 2009-05-15 | 1 | -22/+7 |
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* | Added a Copy() method to PrimMesh and SculptMesh as suggested by dmiles. ↵ | Dahlia Trimble | 2009-05-08 | 2 | -20/+75 |
| | | | | Sync PrimMesher.cs and SculptMesh.cs with PrimMesher.dll r36. | ||||
* | alter behavior of sculpted prim "Inside out" setting. Addresses Mantis #3514 | Dahlia Trimble | 2009-05-03 | 1 | -1/+1 |
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* | some code cleanup | Dahlia Trimble | 2009-04-24 | 1 | -18/+0 |
| | | | | | sync with primmesher r35 | ||||
* | Limit hollow size of physics proxy to 95% | Dahlia Trimble | 2009-04-24 | 2 | -2/+4 |
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* | * It turns out vehicle Angular Motor direction is always in global space. | Teravus Ovares | 2009-04-20 | 1 | -7/+24 |
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* | * Prevent a vehicle crash | Teravus Ovares | 2009-04-20 | 1 | -0/+13 |
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* | * Allow passing of material type to physics engine | Teravus Ovares | 2009-04-20 | 3 | -19/+258 |
| | | | | | * Define low friction and medium bounce for Glass | ||||
* | Keep IsColliding updated for the recent changes in ScenePresence so that ↵ | idb | 2009-04-19 | 1 | -0/+3 |
| | | | | walk/stand animations will get used instead of just falling | ||||
* | * Rudimentary angular motor implementation for the LSL Vehicle API | Teravus Ovares | 2009-04-19 | 2 | -8/+84 |
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* | Added a "force_simple_prim_meshing" option to the ODE settings in ↵ | Dahlia Trimble | 2009-04-19 | 1 | -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 Trimble | 2009-04-18 | 1 | -1/+3 |
| | | | | increase my commit frequency *wink*) | ||||
* | * A few fixes to the Linear Motor | Teravus Ovares | 2009-04-17 | 1 | -15/+21 |
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* | * Add Implementation of Linear Motor and Linear friction from the LSL ↵ | Teravus Ovares | 2009-04-17 | 1 | -9/+73 |
| | | | | Vehicle API in Physics | ||||
* | * Set some minimum values to avoid divide by zero errors. | Teravus Ovares | 2009-04-17 | 1 | -0/+14 |
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* | * Commit a few fixes to the Vehicle settings | Teravus Ovares | 2009-04-17 | 2 | -13/+67 |
| | | | | | * Vertical Attractor servo | ||||
* | * Remove some super experimental stuff in BulletDotNETPlugin since it was ↵ | Teravus Ovares | 2009-04-16 | 3 | -11/+18 |
| | | | | | | | causing issues. * Tweak the ODEPrim PID a bit more. | ||||
* | * Committing more BulletDotNETPlugin work | Teravus Ovares | 2009-04-16 | 3 | -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 Ovares | 2009-04-14 | 3 | -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 Ovares | 2009-04-14 | 1 | -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 Ovares | 2009-04-11 | 1 | -2/+93 |
| | | | | now. | ||||
* | * Instead of referencing mesh stuff in the physics plugin.. change the IMesh ↵ | Teravus Ovares | 2009-04-11 | 3 | -17/+29 |
| | | | | Interface. (blame prebuild) | ||||
* | * Adds Physical/Active Linkset support to BulletDotNETPlugin | Teravus Ovares | 2009-04-10 | 1 | -108/+268 |
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* | * Tweak the character controller some more | Teravus Ovares | 2009-04-10 | 2 | -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 Ovares | 2009-04-09 | 1 | -1/+1 |
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* | * Changes the timstep of the bullet world | Teravus Ovares | 2009-04-09 | 2 | -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 constructor | Teravus Ovares | 2009-04-07 | 2 | -4/+35 |
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