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* * ODE Going to Time Step 0.020 = (1000\20) - ((1000\20) * .09) = ~45 pfps Teravus Ovares2008-01-281-1/+1
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* * Mostly ODE update. Things are a bit more behaved then the last ↵Teravus Ovares2008-01-282-11/+38
| | | | experimental update.
* * Highly experimental ODE_STEPSIZE = 0.025f - 1000 / 25 = 40fps - 10 ↵Teravus Ovares2008-01-272-12/+13
| | | | | | | | substeps with fallback to 5 substeps when things get slow * Just to give you an idea of the difference .. previous ODE_STEPSIZE was 0.005f - 1000/5 = 200fps - 10 substeps with fallback to 5 substeps when things get slow * *nix avatar may fall over again, *sorry*
* * Shifted strategy of detecting specific *nix distributions to detecting *nix. Teravus Ovares2008-01-261-2/+2
| | | | | * Let me know if all your avatar are standup.
* * Changing && to || as suggested by dirk and ChrisD, also looks sensible to meJustin Clarke Casey2008-01-251-2/+2
| | | | | | * Please revert if this is wrong, Teravus
* * Added Ubuntu to the OS detection routine. This seems to have helped on ↵Teravus Ovares2008-01-241-1/+1
| | | | Debian.
* * This update updates ODE to again use the AMotor to keep the avatar upright ↵Teravus Ovares2008-01-231-26/+38
| | | | instead of the 'avatar wobble' This also uses a hack to detect debian and change the force applied by the AMotor to a different value for Debian. The intent of this all is to get the avatar to stand up in Debian with the AMotor.
* * When Scene loads, added a platform string print out for testing purposes. ↵Teravus Ovares2008-01-231-1/+1
| | | | Anyone on Debian want to run this revision and send me back the two platform lines? It would be helpful.
* Giving Mantis 393 a shot (not enough info to really know for sure though).Teravus Ovares2008-01-221-2/+18
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* * Announcing the alternative prim early adoption program.. Adding regular ↵Teravus Ovares2008-01-192-5/+90
| | | | | | | spheres to the physical prim mix. * Be advised.. these are not ellipsoids.. these are spheres.
* * Return of the avatar wobble.Teravus Ovares2008-01-181-35/+43
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* * Physics update to perhaps help people who have capsules that have capsizedTeravus Ovares2008-01-181-1/+1
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* * Friction reduction update. Teravus Ovares2008-01-181-3/+3
| | | | | * It's a known fact that the greater the friction the more computationally intensive a physics simulation with it is....
* * ODE Physics update. fixed weird rotation of the avatar surrogate.Teravus Ovares2008-01-182-26/+43
| | | | | | | | * Set the avatar's radius to 0.37m, I think this gives the *best* balance between spaces the avatar can fit, and the ability to climb steps * Fixed a few things * Tweaked some more * Played with gravity (-9.8m/s)
* * Added llApplyImpulse in the global frame. The object must be physical ↵Teravus Ovares2008-01-171-0/+31
| | | | before this'll do anything. Be careful with this function as it's easy to loose prim.
* * Mother of all commits:Adam Frisby2008-01-153-3/+3
| | | | | | | * Cleaned up copyright notices in AssemblyInfo.cs's * Added Copyright headers to a bunch of files missing them * Replaced several common string instances with a static constant to prevent reallocation of the same strings thousands of times. "" -> String.Empty is the first such candidate.
* * First pass at collidable linksetsTeravus Ovares2008-01-141-1/+3
| | | | | | | | | * There will be bugs, you can count on that. To avoid them, set the linksets phantom * After region restart, the linksets restore in a non collidable state. * Linksets can but shouldn't be made physical with the physical checkbox or when you unlink them, they tend to explode. * After creating a linkset, you have to move the linkset or set it phantom and not phantom for it to become collidable. * There's a few ParentGroup references that need to be refactored.
* * HeightField handling update in ODE. Should improve the terrain pits. So ↵Teravus Ovares2008-01-131-7/+118
| | | | | | | far, only windows lib updated. Need to do the Linux version. * Update also checked into opensim-libs
* * Removed a debug message that I left in there....Teravus Ovares2008-01-131-1/+1
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* * Fixed an overflow in the land managerTeravus Ovares2008-01-132-98/+369
| | | | | | | * Did some goofy math undoing in the Sim Stats Reporter * More reduction to the amount of calls per second to UnManaged ODE code * Added a significant amount of comments to ODE
* * Added some of the finer control points to POS such asTeravus Ovares2008-01-121-0/+7
| | | | | | | ** jumping ** crouching ** landing on prim
* *ech one thing didn't save from the last commitTeravus Ovares2008-01-121-2/+2
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* * Fixed a waste of resources in ODE. Possibly a cause of thread leak.Teravus Ovares2008-01-051-2/+2
| | | | | * Border crossings within the same opensim instance seem better.
* * This update rolls back the packetpool and LibSL changes. Please retest ↵Teravus Ovares2007-12-302-17/+17
| | | | | | | and then patch these changes back in. Currently it's not quite ready for 0.5. The down side to this action, is that we loose some performance to the garbage collector for now. Given that the target date for 0.5 is *Two days* from now, I'm taking the initiative to work towards a real stable version. * This update also fixes scripting and some weird physics reactions
* * Added ability to create new prim on existing prim (rezzing prim from ↵Teravus Ovares2007-12-281-13/+4
| | | | | | | inventory on other prim coming soon). No more new prim buried in the ground by accident. * The prim are at the absolute position of the prim you rezzed it on top of + (0,0,0.5) for now.
* * Fixed Physical prim, various issues, viewer freezes, sim crashes, ODE ↵Teravus Ovares2007-12-271-6/+19
| | | | errors, etc.
* * Optimized usingslbsa712007-12-2726-773/+862
| | | | | | | * shortened references * Removed redundant 'this' * Normalized EOF
* * This update includes a wide range of changes to the ODEPlugin for avatar ↵Teravus Ovares2007-12-263-31/+66
| | | | | | | | | | movement, including: ** - avatar can navigate stairs better now ** - avatar can land without shooting into the air ** - excessive collisions with the ground are tempered somewhat and should only shoot the avatar up 20m instead of 200m ** - Try Catched a TextureDownloadModule.cs array out of bounds error with a report that causes it not to crash the sim, however it reports a few important items for tracking it down.
* * Coded around another Null packet sent by the packet poolTeravus Ovares2007-12-261-9/+27
| | | | | * Condensed 8 calls to unmanaged code in ODE down to 1
* * Added a -val heightfield value limiter so giant pits of death don't cause ↵Teravus Ovares2007-12-261-1/+5
| | | | avatar to go into an endless plunge to the middle of the earth.
* * Added the ability to land automatically on prim by pressing the page down ↵Teravus Ovares2007-12-261-7/+7
| | | | | | | button when over them and colliding * Reverted the avatar portion of the inter-penetration physics scene explosion management, it needs more work.
* * ODE: now using the 10.00000638 density value on prim.Teravus Ovares2007-12-241-12/+30
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* * Fixed general avatar bounciness in ODE Teravus Ovares2007-12-221-1/+20
| | | | | * Craggy terrain mishandling by ODE still occasionally causes point bounciness
* * Added smoother handling of interpenetrating physical objects.Teravus Ovares2007-12-222-21/+68
| | | | | | | | * Fixes: * -- duplicating Active physical object causes objects to explode in opposite directions * -- Rezzing objects too close to you avatar causes avatar to shoot around in odd directions * Vanity
* * Re-did the mass calculations in ODE for Prim Teravus Ovares2007-12-197-17/+303
| | | | | | | * Exposed the mass as a PhysicsActor read only property (so scripts can get at it - hint hint -) * Hollow and Path Cuts affect the prim mass (all Hollow Types are supported in this calculation (sphere,square,triangle)) * Prim no longer sink into the ground.
* Misc. cleanup:Jeff Ames2007-12-193-55/+53
| | | | | | | * added Util.Clip(value, min, max) * modified asset cache's numPackets calculation to use max packet size (600) instead of 1000 * removed a few magic numbers
* * Added an Avatar control tweak that disables the PID controller in certain ↵Teravus Ovares2007-12-152-21/+55
| | | | | | | circumstances. * This allows collisions with other avatar and prim with a velocity greater then 0 to push avatar around.
* Enabled the sit_ground animation. The sit state is not properly set, but it ↵Jeff Ames2007-12-131-7/+0
| | | | looks okay, and doesn't seem to break anything. Just move around to stand up.
* * Added some simstats to fill the simulator pane of the Statistics monitor.Teravus Ovares2007-12-126-27/+51
| | | | | * I stress, this is an initial implementation and the Agents(Child and Root) are definately obviously incorrect.
* added copyright noticesJeff Ames2007-12-117-0/+196
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* saved OpenSim source code from the giant rampaging unterminated copyright ↵Jeff Ames2007-12-1015-24/+24
| | | | notice of doom
* keeping opensim safe for children -- made some namespace references less ↵Jeff Ames2007-12-044-34/+19
| | | | explicit
* * Fixed a whole bunch of console messages.Adam Frisby2007-12-041-4/+4
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* * Flying with ODE and got that sinking feeling? This should helpTeravus Ovares2007-12-041-2/+2
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* set svn:eol-styleJeff Ames2007-12-042-1163/+1163
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* * Split out the ODEPlugin Nested classes.Teravus Ovares2007-12-043-1139/+1166
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* * Now using interpolation to expand the 256x256 heightfield data to 512x512 ↵Teravus Ovares2007-12-031-8/+102
| | | | before it's passed to ODE.
* * Resize terrain heightmap info going to ODE to double the resolution. Teravus Ovares2007-12-031-8/+60
| | | | | * Using the nearest neighbor method, interpolation coming soon.
* * Restaring the sim works fine in grid mode now. Sims announce themselves ↵Teravus Ovares2007-11-282-4/+35
| | | | | | | to their neighbors when they start up. Neighbors get this message and tell their agents that there's a new sim up. * Certain unrecoverable physics based crashes in ODE are now hooked up to the 'restart the sim' routine.
* * Did some initial work for prim crossing. Just glue so far.Teravus Ovares2007-11-211-1/+1
| | | | | * Added the child_get_tasks OpenSim.ini flag for testing the UDP packet sending code and packet throttler. This flag gets purposely disabled in grid mode. This flag also has the consequence that you can see the prim in neighboring regions without going into them. Be warned, this causes tons of dropped packets.