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* * Should help avatar climb steps betterTeravus Ovares2007-11-141-22/+54
| | | | | | | | * Reduced ground friction when an avatar is moving * Followed Dan's advice and moved the walk/run movement controller to target_velocity instead of on the total movement * Reduced PID_D power by 1/5th (80) * More avatar movement tweaks.
* * Fixed the walk vs fall animation.Teravus Ovares2007-11-131-2/+66
| | | | | * Tweaked a few things
* * Added AV Height Glue & Avatar Height stored on m_AVHeight in ScenePresence Teravus Ovares2007-11-131-22/+43
| | | | | | * Added glue to send it to the Physics Engines (in meters) * ODE Initial implementation of Avatar Height :D Change your height and not get all knee bendy
* * Implemented Walk Vs Run in ODE. Also helps make the walk look smoother.Teravus Ovares2007-11-125-4/+51
| | | | | * All thanks to unimplemented packet listing :D
* * Added a lot of Glue to help with reporting proper collisions.Teravus Ovares2007-11-125-25/+251
| | | | | | | | | | * ODE - Fixed the iscolliding property to report a static true when colliding. * Added reporting of collisions to call UpdateMovementAnimations * Added Jump - air animation (with arms outstretched). * Added Fall Animations * ODE - Added a small amount of X, Y motion control while jumping or Falling * ODE - Avatar movement animations are still a bit odd sometimes, and had to get this up there.
* fix compile issue on monoSean Dague2007-11-121-1/+1
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* * Sets ZeroMesher as default. (If you want to cut and hollow, you'll need ↵Teravus Ovares2007-11-121-3/+20
| | | | | | | to uncomment the Meshmerizer in OpenSim.ini) * Fixes a geometry issue in ODE when using ZeroMesher
* set svn:eol-style, reset default configJeff Ames2007-11-121-74/+74
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* * Applied Gerhard's Meshing patch (Thanks! Gerhard)Teravus Ovares2007-11-122-0/+84
| | | | | | | | * Addition of Gerhard's ZeroMesher. * Addition of meshing OpenSim.ini parameter * Some modifications to the Meshmerizer * Meshmerizer set to default meshing plugin because ZeroMesher needs a memory locking fix. We'll switch it back after the memory locking issue is resolved.
* set svn:eol-styleJeff Ames2007-11-118-1741/+1741
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* removed OdePlugin/Meshing directoryJeff Ames2007-11-106-1522/+0
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* * Moves the Meshmerizer to a separate pluginTeravus Ovares2007-11-1014-57/+1953
| | | | | | * Experimental. Linux Prebuild needs testing. * One more update after this to remove the ODEMeshing directory....
* * ODE Fixed annoying bug where resizing causes there to be a 'ghost' prim ↵Teravus Ovares2007-11-101-1/+2
| | | | left that blocks your way.
* * Added an internal throttle on ODE physics updatesTeravus Ovares2007-11-095-5/+56
| | | | | | * Added a ThrottleUpdates member to PhysicsActor to expose 'throttle' ability to the Scene. * Updated the ode.dll file with a fix to invalid data passed to ODE's heightfield collision calculator.
* * Moved BulletX off of the 'constant terse update' method. It now only ↵Teravus Ovares2007-11-092-4/+37
| | | | | | | | sends terse updates when needed. * Removed the 'constant poll method' from SceneObjectPart.cs - It was bad :P * Updated some Masses in ODE to help large prim slow down by friction easier.
* * Stopped printing the prim's X cordinate difference from the last movement ↵Teravus Ovares2007-11-081-1/+1
| | | | on the Console.
* * Fixed occasional character drift caused by sim not sending the avatar's ↵Teravus Ovares2007-11-082-16/+97
| | | | | | | | final resting velocity. * Added Smooth moving prim * Added event to PhysicsActor RequestPhysicsterseUpdate to allow physics plugins to be able to schedule a terse update.
* * Added Rotational Velocity reporting for Client Interpolation to Terse UpdatesTeravus Ovares2007-11-085-14/+76
| | | | | * Added Angular Velocity reporting for smooth-ish rotations on object collisions
* * fix for Bug 563Teravus Ovares2007-11-062-2/+9
| | | | | * fix for ODE geoms not getting disposed of properly when resizing.
* physical prims AND other changes in ODE (Teravus) -- note this is experimental!dan miller2007-11-051-0/+1
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* physical prims dan miller2007-11-051-75/+452
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* adding missing ODE files for meshdan miller2007-11-054-0/+841
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* prim cuts in ODEdan miller2007-11-058-508/+499
| | | | | | | | Much thanks to Gerhard! Merged with Darok's recent changes re: physical prims
* Modifications for prim movement. For now only in Mod. BulletX, but i think ↵darok2007-11-031-51/+24
| | | | it can be easy to add to ODE. Enjoy kick the prims and be careful with the falling ones ;D
* Changes in BulletXPlugin: Added new class BulletXActor class inherits from ↵darok2007-11-036-47/+90
| | | | PhysicsActor and it's the ancestor for BulletXCharacter and BulletXPrim.Physical modifications: Changes for pass the value of Physical flag in the SceneObjectPart class to the Physics engines. New call for AddPrimShape so it has a new parameter called "isPhysical". The old call will be obselete soon (i believe). PhysActor and its descendants have a new property called IsPhysical. By the way no new special funcionallity added. It's more like preparing the way for new modifications.
* * Diuerse beavtificatemslbsa712007-11-012-3/+4
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* Partialy fixed a bug with collisions in BulletXPlugin.darok2007-11-011-37/+19
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* Changes in BulletXPlugin: Added new class BulletXActor class inherits from ↵darok2007-11-011-289/+312
| | | | PhysicsActor and it's the ancestor for BulletXCharacter and BulletXPrim.
* made illogical bitwise operations logicalJeff Ames2007-10-311-3/+3
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* Thank you Teravus, very much, for a 'jump', 'crouch' and 'inertia' patch for ↵Charles Krinke2007-10-315-39/+142
| | | | all three physics plugins.
* temporary fix for sitting collisions in ODEJeff Ames2007-10-301-1/+1
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* * Optimized usingslbsa712007-10-3015-1268/+1068
| | | | | | * Shortened type references * Removed redundant 'this' qualifier
* as per the "Filesystem cleanup for OpenSim repository" mailing list thread. ↵MW2007-10-296-6/+6
| | | | | | | Have flattened the OpenSim.Framework project/namespace. The problem is that the namespace is still wrong as its "OpenSim.Framework" while the directory is "OpenSim\Framework\General" , so we need to decide if we change the directory or correct the namespace. Note this has lead to a big flat project, but I think a lot of the files we most likely don't even use any longer. And others belong in other projects/namespaces anyway.
* should help with ODE bounce on region crossdan miller2007-10-291-8/+18
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* * Return of R2162. /Take that SVN!/Adam Frisby2007-10-221-1/+1
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* revert r2162 as it completely clobbered all the work onSean Dague2007-10-221-1/+1
| | | | | | | the ChatModule by MW and myself. Couldn't find Adam online after that rev went in.
* * Major ass commit.Adam Frisby2007-10-221-1/+1
| | | | | | | * Sqlite Storage Engine now supports terrain -- however be aware that every terrain revision stored will at 512KB to your database file. At the moment it is storing every revision from the first. * Fixed an issue where by noverbose mode would display lots of useless junk. Noverbose mode is now quite usable. * Fixed a whole bunch of console message issues such as naming and categorisation
* this might help with ODE errors. Or maybe not. YMMVdan miller2007-10-171-1/+1
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* * Applied Chillken patch #418: copyright-r2094.patch updating copyright ↵lbsa712007-10-152-0/+58
| | | | messages. Thanks Chillken!
* * Applied patch #418 : copyright-r2012.patch - some errors, but got most thrulbsa712007-10-151-0/+28
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* Asset server implementation. Again one of these "plumbing" releases, where ↵Tleiades Hax2007-10-131-1/+0
| | | | | | | no real functionality has been introduced, but ground work has been made, enabling the asset server, and preparing the sim server to query the asset server. Introduced an "IPlugin" interface, which plugins can inherit from.
* fixes for nebadon"s terrain bugs; includes patched 0.9 ode.dll, libode.sodan miller2007-10-111-4/+49
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* applied Darok"s BulletXPlugin changes 003.patchdan miller2007-10-072-99/+378
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* getting all our line endings consistant againSean Dague2007-10-051-560/+560
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* Droppin da fyzyx bomb on yadan miller2007-10-031-41/+89
| | | | | | | | seriously, this is quite the update. Fixes a number of nagging physics problems, including avatar shell size/shape The internal logic is quite different, and CPU usage may be affected. Also some work remains wrt flying. Please test this rev out before you deploy widely
* removed debug statementsdan miller2007-10-011-3/+1
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* fixing odeplugin debug bugdan miller2007-10-011-1/+0
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* this should fix mantis 452 and related -- hollow prims work in Linux! (I hope)dan miller2007-10-011-1/+2
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* Corrected the typo in the folder name.Dalien Talbot2007-09-302-0/+0
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* Hollow prims (box only), thanks Gerard! Enjoydan miller2007-09-292-0/+839
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