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* * Some minor cleanupTeravus Ovares2009-02-081-30/+30
| | | | | * sealed OdeScene
* Reverts patch from tuco/mikkopa/sempuki mantis #3072Teravus Ovares2009-02-087-225/+216
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* * Limit the total number of joints created per frame to the maximum possible ↵Teravus Ovares2009-02-081-12/+53
| | | | | | | | without causing a stack collision. * This fixes crashing on large sets of physical prims because of stack collisions (assuming you follow the directions on linux for starting ode with ulimit). After the maximum joints are created, objects will start to fall through the ground and be disabled. Not the best solution, but it's better then a crash caused by a stack collision with the process exceeding the maximum available memory/recursions per thread. * Make a clean region, make a stack of 5000 prim, 20 layers high. Make them physical, *SLOW*, but no crash.
* * Fixes colliding with the terrain lower then 0 and higher then 256mTeravus Ovares2009-02-081-11/+10
| | | | | | * The actual AABB of the heightfield on the Z is now determined by the minimum and maximum heightfield value in the terrain array (assuming it's a reasonable number). This might optimize collisions in simulators that have a small difference between minimum and maximum heightfield values.
* Change access levels from private to protected to facilitateMike Mazur2009-02-037-216/+225
| | | | | | subclassing; also add new method signatures. Thanks tuco and mikkopa. Fix Mantis #3072.
* * Tweaks some locks when modifying an ODECharacter. This actually allows a ↵Teravus Ovares2009-01-312-17/+45
| | | | | | | user to log-in while the physics scene and the scripts are starting up. This also seems to smooth out the jerks on teleport/connect/disconnect a little bit. * If you log-in while the simulator is starting up, you won't be able to move and the sim stats will say 0 FPS, and 0 Physics Frames and you may see only terrain. Once the sim finishes starting up, it'll all resume as normal.
* * More friendly OpenJpeg error handling.Teravus Ovares2009-01-211-0/+11
| | | | | | * Often times now the only reason OpenJpeg doesn't work is because it requires Glibc 2.4 The error messages reflect that. * In J2kDecoder module, It stops trying to decode modules if it encounters a dllnotfound exception and instead sends a full resolution layer that causes the texture sender to only send the full resolution image. (big decrease in texture download speed, but it's better then nasty repeating error messages)
* Fix an error in sculpt LOD calculationDahlia Trimble2009-01-211-3/+3
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* Improve parsing of joint parameters for NINJA physics (Mantis #2966). nlin2009-01-141-1/+1
| | | | | | | | Multiple spaces or leading/trailing spaces when specifying the prims to connect should no longer cause problems.
* sync with primmesher r26 on forgeDahlia Trimble2009-01-041-36/+162
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* Improve LOD scaling for anisotropic sculpted prim meshesDahlia Trimble2009-01-041-1/+2
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* Slight optimisation: Don't check for duplication if we won't use the result ↵Homer Horwitz2008-12-311-7/+7
| | | | anyway.
* - Added the fixed Ode.NET.dllHomer Horwitz2008-12-311-5/+5
| | | | | | | | | - Adapted code to match the corrected signatures - Fixes Mantis #2934. Hopefully. Note: Physics on linked objects still don't work correctly: It doesn't crash the region anymore, but the example object in the mentioned mantis now falls through the ground.
* Added a missing setMass for initializing the mass of primsHomer Horwitz2008-12-311-1/+2
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* * Remove mono compiler warningsJustin Clarke Casey2008-12-301-1/+0
| | | | | | * Leaving the 23 warnings in ChildAgentDataUpdate.cs for Diva to look at
* Update svn properties, minor formatting cleanup.Jeff Ames2008-12-303-112/+112
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* * More NINJA Joint physics fixes from nlin.Teravus Ovares2008-12-283-11/+11
| | | | | fixes mantis #2874
* * Fixes mantis #2922Teravus Ovares2008-12-273-11/+11
| | | | | * Converts some C# 3.0 syntax into it's 2.0 equivalent so that Visual Studio 2005 can compile it successfully.
* * Applying Nlin's NINJA Joint patch. v2. Mantis# 2874Teravus Ovares2008-12-266-2/+769
| | | | | | | | | | * Thanks nlin! * To try it out, set ninja joints active in the ODEPhysicsSettings and use the example at: * http://forge.opensimulator.org/gf/download/frsrelease/142/304/demo-playground.tgz. * Don't forget to change the .tgz to .oar and load it with load-oar.
* Removed some debugging code that was inadvertently left in in my last commit :/Dahlia Trimble2008-12-221-3/+0
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* Fix a floating point comparison that was causing some misshaped triangles on ↵Dahlia Trimble2008-12-221-8/+19
| | | | some prim faces
* Mantis#2796. Thank you kindly, Gerhard for a patch that addresses:Charles Krinke2008-12-202-2/+25
| | | | | | | | | | | | | | On a call of llVolumeDetect(1) (or any other number !=0) volume detection is enabled. Together with VD, the phantom flag is set to the GUI. On a call of llVolumeDetect(0), vd detection is switched of again, also the phantom state is removed. On a call to llSetState(STATE_PHANTOM, false) while VD is active, also VD is switched off. The same is true for unchecking the phantom flag via GUI. This allows to take back VD without the need to script just by removing the phantom flag. Things missing in this patch: persistance of the volume-detection flag. This needs more discussion and will be included in another patch soon.
* Enabled complex meshing for simple box prims with non-zero shearDahlia Trimble2008-12-181-2/+3
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* * remove mono compiler warningsJustin Clarke Casey2008-12-174-8/+8
| | | | | | * should work - the last compile failure looks like a random glitch...
* * Apply http://opensimulator.org/mantis/view.php?id=2775 with small tweaksJustin Clarke Casey2008-12-158-20/+38
| | | | | | | * This pushes an identifier for the OpenSim scene to the physics scene. This allows log messages from the physics scene to identify which OpenSim scene they relate to. * Thanks Gerhard
* * Implements the torque/Rotational Impulse methods in the PhysicsAPI and the ↵Teravus Ovares2008-12-148-3/+160
| | | | | | | ODEPlugin and pipes them to their respective LSL method. * NBody will need to be updated, this is an API change. Torque property and AddAngularForce
* * Added Avatar minimum size in the ODEPlugin and a stern warning about ↵Teravus Ovares2008-12-141-0/+15
| | | | setting the capsule size too low in OpenSim.ini
* * A Few physical prim + linkset fixes. Prevent some crashesTeravus Ovares2008-12-141-19/+51
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* * Committing a slightly distilled version of nlin's ODECharacter race ↵Teravus Ovares2008-12-102-45/+139
| | | | | | | condition eliminator. * The modifications that I made were only so that it didn't require changes to the public physics api.
* * Fixes a few instances of llSetStatus with Axis lock gone wrong. Teravus Ovares2008-12-091-4/+46
| | | | | * Sums up the masses of the objects within a physical linkset
* Minor formatting cleanup.Jeff Ames2008-12-091-2/+2
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* * Gerhard's patch m2781. Does some initial work for setting up llVolumeDetect.Teravus Ovares2008-12-099-1/+48
| | | | | | * Warning! Physics API change. This means that the NBodySimulation needs to be updated! * PhysicsActor -> void SetVolumeDetect(int) needs to go into classes that use PhysicsActor as their base class.
* clean up some old debugging codeDahlia Trimble2008-12-091-43/+0
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* * Adds some rudimentary error handling to the physics debug drawstuff tool.Teravus Ovares2008-12-081-6/+16
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* * Tweaks physics so that linked prim are a single body. This will make ↵Teravus Ovares2008-12-073-83/+687
| | | | | | | | linked prim more stable and probably the last obstacle to vehicles physics wise. * Fixed a bug that caused physics proxies to be scattered when you link an object. * Single physical prim work exactly the same as before, just linked physical prim will have changed.
* killing warnings, reformatting RemoteAdminPluginDr Scofield2008-12-051-1/+1
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* * Apply http://opensimulator.org/mantis/view.php?id=2750 with a small tweak.Justin Clarke Casey2008-12-041-2/+5
| | | | | | | * Initializes ODE only when a scene is grabbed rather than on plugin load. This means we don't initialize ode if that physics engine is not used, and it allows other ode use plugins to be used instead.
* Update svn properties.Jeff Ames2008-12-032-2511/+2511
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* Remove duplicated avatar height calculation in lsl functions.idb2008-12-013-17/+34
| | | | | Use height calculation in Basic Physics and Physics of Simplicity so that avatars larger than the default walk with straight legs and shorter walk on the ground.
* Revert r7548 and r7549 until someone with prebuild-fu can help structure the ↵Dahlia Trimble2008-11-302-0/+2511
| | | | dependencies
* Removed remaining meshing codeDahlia Trimble2008-11-302-2511/+0
| | | | | | Add PrimMesher.dll r21 All meshing tasks are now passed through Meshmerizer and handled by PrimMesher.dll
* Update meshing code to sync with current PrimMesher.cs on forge.Dahlia Trimble2008-11-298-3042/+525
| | | | | | Migrate sculpt meshing code to primMesher version. This should result in more accurate physical sculpted prim proxies. Remove much obsolete code from Region/Physics/Meshing
* * refactor: change some method names and doc in the physics plugin managerJustin Clarke Casey2008-11-201-13/+13
| | | | | | * move the directory choice for plugins outside into RegionApplicationBase
* * Allow physics dlls to be loaded separately, rather than just the contents ↵Justin Clarke Casey2008-11-201-12/+30
| | | | | | | | of bin/Physics * This is primarily to see if not loading ODE in the unit tests will allow them to proceed, though the option of separate loading is probably a good thing in itself
* * Add enough infrastructure code to run an extremely basic and flaky add ↵Justin Clarke Casey2008-11-201-1/+1
| | | | root agent scene test
* Guard against a strange nullref in ODEMelanie Thielker2008-11-191-0/+5
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* Changed sculpted prim texture scaling method to bilinear to reduce scaling ↵Dahlia Trimble2008-11-161-1/+2
| | | | artifacts
* * minor: remove mono compiler warningsJustin Clarke Casey2008-11-141-1/+1
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* * refactor: as per a recent opensim-dev thread, rename InnerScene to ↵Justin Clarke Casey2008-11-121-1/+1
| | | | SceneGraph to make it more descriptive of its intended function
* Thank you, idb, for a patch that fixes avatar height calculationMelanie Thielker2008-11-101-3/+4
| | | | | | Our feet will now be above ground