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* * Patch from nlin to enable DIF state file writing from the ODEPluginTeravus Ovares2008-06-201-0/+28
| | | | | | * Rebuilt libode.so, ode.dll * If you roll your own ODE library, make sure to update your opensim-libs.
* * Patch from Dahlia - 0001576: Exception of type ↵Teravus Ovares2008-06-191-0/+4
| | | | | | | 'System.OutOfMemoryException' was thrown .Void set_Capacity(Int32), with regards to sphere mesh. Thanks Dahlia! * Also allows a sphere to be hollow with no cuts or dimples. (walking around inside the sphere).
* * 0001571: (PATCH) patch to implement editable sphere meshes for ↵Teravus Ovares2008-06-191-17/+111
| | | | | | | meshmerizer/ode (Initial Implementation) from Dahlia! Thanks Dahlia!!! * The included patch implements the editor parameters twist, dimple, path cut, and profile cut to the sphere mesh for meshmerizer. The mesh will default back to the geodesic sphere if the parameters are adjusted to beyond a reasonable arbitrarily chosen threshold that would expose too many inverted normals on the mesh.
* * 0001558: [PATCH] Add support for full collision geometry feature set for ↵Teravus Ovares2008-06-152-88/+296
| | | | | | | linear path prims (patch attached) By Dahlia. Thanks Dahlia! * This update re-does the cube/cylinder/prism prims to dynamically add faces as twist is used.
* Update svn properties. Formatting cleanup.Jeff Ames2008-06-101-10/+10
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* *Fixed bug that caused failure when System.Console.Readline returns null (no ↵mingchen2008-06-091-4/+10
| | | | | | | stdin) *Fixed bug that would crash the simulator if there were two physics/meshing engines loaded with the same name.
* * Added a check for a non-finite heightfield array value passed to the ↵Teravus Ovares2008-06-041-0/+9
| | | | ODEPlugin. This may, or may not fix anything.
* * From DahliaTeravus Ovares2008-06-041-21/+36
| | | | | | | * Committing : 0001449: Patch implements X and Y Top Shear parameters for torus prim physical mesh generation (PATCH attached) * The included patch implements the X and Y Top Shear parameter adjustments to the mesh generator for the torus prim physical mesh. These are approximations as I was unable to determine their exact function but they appear to generate meshes which quite closely duplicate their counterparts in the viewer. * Thanks Dahlia!!!!
* Formatting cleanup, minor refactoring, svn properties.Jeff Ames2008-06-041-10/+17
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* PATCH : 0001431: corrections to torus physical mesh for default hollow shape ↵Teravus Ovares2008-06-022-19/+38
| | | | | | | | and taper orientation along path. --------- From Dahlia! Thanks Dahlia!!! the attached patch reinstates the default hollow shape of the physics mesh of the torus prim type and corrects the orientation of the effects of taper on the profile along the path.
* * While I couldn't reproduce it, I was able to see how it *might* happen, so ↵Teravus Ovares2008-06-021-2/+5
| | | | therefore; fix to: 0001058: Physics crash when changing Type of Prim intersecting with ground.
* * Applying Dahlia's patch : 0001429: Patch to fix prism physical mesh and ↵Teravus Ovares2008-06-012-60/+132
| | | | | | | add path start and end to skew z offset of circular path prim meshes (PATCH attached) * Apparently this fixed a bug in my code that caused PushX to appear to work and pushX didn't appear to work after the patch.. so I fixed that after applying this patch and PushX actually works now.
* Update svn properties. Formatting cleanup.Jeff Ames2008-05-302-25/+10
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* * Fixes a few taper/top-sheer situations that were previously having issues.Teravus Ovares2008-05-291-2/+2
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* * Applying Dahlia's interim path curve patch. it adds initial support for ↵Teravus Ovares2008-05-294-47/+669
| | | | | | | | | 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.
* * Adds Top Colliders when using ODE. Access it from the estate tools/debug tab.Teravus Ovares2008-05-259-3/+76
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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