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* * Added stretchable ellipsoid support with configurable LOD. It's actually ↵Teravus Ovares2008-04-082-60/+168
| | | | | | | | a split facet icosahedral geodesic sphere that's scaled. * In other words, you can stretch spheres into oblong shapes now and watch them roll around like a football would. * Still can't cut, twist or profile cut spheres yet.
* * Adds poor support for ellipsis in the Meshmerizer. This will get better.. ↵Teravus Ovares2008-04-082-2/+113
| | | | notice the huge nasty facets! Regular spheres still work as they did.
* * Updated ODE.NET bindings to the ODE library.Teravus Ovares2008-04-071-11/+15
| | | | | * Fixed some Tapers with Cylinders in the Meshmerizer
* * Fixed up some documentationTeravus Ovares2008-04-062-13/+13
| | | | | * Should help the sinking feeling when new avatar arrive in the scene.
* * ODEPlugin: put a limit on the minimum size a prim can be ( scale <=0 ).Teravus Ovares2008-04-031-5/+12
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* * Updating the version of the ODE library. (big update). The Mac library ↵Teravus Ovares2008-04-021-2/+2
| | | | | | | needs to be updated still. * Adding some XMPP stuff that's incomplete.
* * Minor cleanupTeravus Ovares2008-03-302-5/+5
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* Fix compiler warnings in BulletXPlugin.Jeff Ames2008-03-291-18/+18
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* Comment out unused private methods.Jeff Ames2008-03-254-60/+62
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* Fix a few compiler warnings.Jeff Ames2008-03-251-3/+0
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* * Adds llMoveToTarget and llStopMoveToTarget support to the ODEPlugin.Teravus Ovares2008-03-257-4/+150
| | | | | | | * It doesn't generate at_target events, because they don't exist yet in the script engine. * The Tau is different, however, compatible with scripts I tested. * Not perfect... but pretty good.
* Comment out "m_randomizeWater" and "ms" until we use them later.Charles Krinke2008-03-211-2/+4
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* Formatting cleanup. Minor refactoring.Jeff Ames2008-03-181-39/+6
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* * Remove unused (and somewhat nonsensical) method in PhysicsActorJustin Clarke Casey2008-03-181-7/+0
| | | | | | * Thanks for DrScofld for drawing attention to this
* Formatting cleanup.Jeff Ames2008-03-1829-798/+739
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* * Preliminary work with the ODEPlugin to collect collision data.Teravus Ovares2008-03-144-14/+183
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* * Added Linear Acceleration reporting to the ODEPlugin.Teravus Ovares2008-03-101-1/+21
| | | | | * Added support for LSL llGetOmega (Rotational/Angular Velocity)- ODEPlugin is the only physics plugin that reports it.
* ODEPluginTeravus Ovares2008-03-107-0/+75
| | | | | | | | | * Added osSetPrimFloatOnWater(BOOL) to make Physical prim float at the water level. * osSetPrimFloatOnWater(TRUE); or osSetPrimFloatOnWater(FALSE); * By default, prim do not float at the water level. * More work is needed on the floating, but it's a start.
* * Added ODEPlugin Support for llSetBuoyancy. Set Buoyancy to 1 for space prim.Teravus Ovares2008-03-109-11/+242
| | | | | * Added WaterLevel support to the ODEPlugin. More on this later.
* * Fixed a few things and enabling Physical Prim border crossings again.Teravus Ovares2008-03-092-66/+75
| | | | | * Everyone try to push a physical prim across a region border now.
* ODE PluginTeravus Ovares2008-03-092-56/+75
| | | | | | * More cleanup * Less noise
* * Fixed the Link + Duplicate + Unlink both = 'ODE Invalid Argument in ↵Teravus Ovares2008-03-092-27/+39
| | | | | | | | | Collision Space Crash' * Added: Console comment: [PHYSICS]: The scene reused a disposed PhysActor! *waves finger*, Don't be evil.
* * Cleaned up some locking on the ODEPlugin to make it more developer friendlyTeravus Ovares2008-03-092-505/+496
| | | | | * Expect the occasional deadlock?
* * Killed 4 more warnings (at 16 now)Teravus Ovares2008-03-062-1/+3
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* * Four more warnings, etc etc.Adam Frisby2008-03-052-9/+0
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* * Three more warnings are a-gone.Adam Frisby2008-03-051-3/+0
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* Added copyright heaaders. Minor cleanup.Jeff Ames2008-03-041-0/+27
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* * Applied patch 708 from devalnor. Thanks devalnor!Teravus Ovares2008-03-032-81/+93
| | | | | | * ODE: Added support for larger box stacks. (they're slow, but they work) * ODEPlugin no longer tries to 'catch up' with the simulator frame rate if it gets behind. Catching up was causing a lot of problems with larger box stacks and other things that stall the simulator (like saving prim in the datastore)
* * This is a very icky implementation of physical linkset prim using fixed ↵Teravus Ovares2008-03-027-120/+275
| | | | | | | | | joints. This will change quite drastically, however it's fun to play with. * To play with this you must link your prim before setting it physical, otherwise they won't link in the physics engine properly. This will also be fixed. * Currently the linked prim are extremely unstable because I have yet to implement combining of forces with the same normal. This will also be fixed. In fact, the whole PhysicsActor, ODEPrim relationship will be reworked to consider groups from the get-go. * This implementation is better then it crashing your sim, so I'm commiting it for now.
* * Fixed Cylinder mass formula using diameter instead of radius.Teravus Ovares2008-02-291-2/+2
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* * killed a 'new mass' debug line.Teravus Ovares2008-02-291-1/+1
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* * ODEPlugin Teravus Ovares2008-02-291-1/+207
| | | | | ** Added more realistic calculations of mass for the rest of the supported prim shapes+holes+cuts+tapers. Previously they were the generic height * width * length. Spheres roll (Angular velocity) more realistically, etc.
* * Adds unit test glue to the OdePlugin.Teravus Ovares2008-02-241-0/+99
| | | | | | | * Adds one unit test. CreateAndDropPhysicalCube. * More unit tests will be done * Let me know if this breaks Linux build..
* * Made Physics updates a teensy bit more responsive. A previous CPU ↵Teravus Ovares2008-02-231-1/+5
| | | | optimization of mine slowed the speed of updates using the 'poll' method in certain circumstances.
* * One more fix to the selected featureTeravus Ovares2008-02-231-1/+1
| | | | | | * Don't act immediately on a physical prim unless it's moving. * This helps when you're trying to make a box stack and you select the bottom most box.
* * Added Support within the ODEPlugin for Selected. Which means that;Teravus Ovares2008-02-238-34/+288
| | | | | | | | * When you select a physical prim, it stops while you've got it selected. * When you move or alter a prim in some manner, it doesn't become collidable until you de-select it * When you select a prim, it doesn't become temporarily 'phantom' until you make some change to it while it's selected. (this prevents accidental selections in prim floor from causing it to go phantom on you(but don't move it or you'll fall)) * There's one major difference, and that's a physical object won't stop if you don't have permission to edit it. This prevents people who don't have edit permissions on a prim from stopping it while it's moving.
* * A few additional null checks in the Physics Scene and PhysicsActor so we ↵Teravus Ovares2008-02-212-11/+6
| | | | don't try to enumerate dead null ODECharacter objects when things get *really* slow.
* * Found the land bug, yayTeravus Ovares2008-02-201-4/+16
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* Minor cleanup.Jeff Ames2008-02-207-53/+25
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* * Fixed a long standing race condition in physics events. Could this be ↵Teravus Ovares2008-02-201-3/+3
| | | | the source of the null on multicast_void: error?
* * Adds limited support for each hollow type for the supported prim., Cube ↵Teravus Ovares2008-02-191-124/+192
| | | | | | | with a triangle hollow, Cube with a cylinder hollow, cylinder with a triangle hollow, etc. * More work needs to be done here as several of the profileshape/hollow combinations are rotationally offset from where they render in the client.
* *rawfile fix.Teravus Ovares2008-02-191-1/+1
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* * This patch adds Prism support to the Meshmerizer. Prism is one of the ↵Teravus Ovares2008-02-192-1/+211
| | | | object types in the drop down on the object tab. Positive tapers are slightly incorrect(prim sinks into ground a tiny bit). Everything else that's supported works as expected. Hollow, cut, negative tapers, top shear.
* More exception checks and crash hintsTedd Hansen2008-02-181-0/+8
| | | | | If no scriptengine is specified then don't try to load any.
* ODE: Tired of floating above the ground after crossing a border? Boy have I ↵Teravus Ovares2008-02-187-9/+10
| | | | got a solution for you! For a limited time, you can be the right height after border crossings automatically. Just three easy payments of $9.95 and make sure your neighbor is sending child agent updates!
* * Last bit of cleanup now. As long as you keep physical prim off, you ↵Teravus Ovares2008-02-171-11/+13
| | | | | | | should have a reasonably stable experience with ODE again. * Physical prim at the simulator edge still seems to have the occasional issue.
* * Various ODE CleanupsTeravus Ovares2008-02-172-64/+83
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* * Disabling physical prim crossings until they get a bit more stable.Teravus Ovares2008-02-171-7/+7
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* * Fixed the Ghost physical hull on deleting a physical Prim Teravus Ovares2008-02-171-61/+75
| | | | | * Fixed a deadlock when there is an exception in the collision and stepping parts of Simulate.
* * Located and destroyed the weird velocity and rotation transfers. It ↵Teravus Ovares2008-02-178-10/+60
| | | | | | | | turned out to be that the Static PhysicsVector.Zero was transferring velocities between all non fixed objects. Not so static after all :(. Finding it was cruel and unusual punishment from the CLR. * Therefore, when you run through a pile of prim you won't see things rotate when they're not supposed to anymore. * Avatars don't float off either.