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2013-01-11BulletSim: Add IsSelected attribute to physical objects. Have vehicles check ↵Robert Adams4-50/+162
to see if physical before trying to step. Replace vehicle gravity application. Previously relying on Bullet to apply gravity but since vehicles over-ride the velocity calculation, gravity never had a chance to accelerate the body down. Added AddForceImpulse as well as AddForce for those who need to apply immediate velocity updates. Use the impulse to apply the linear motion.
2013-01-11Fix exception reporting in SceneObjectPart so it logs what the exception is ↵Robert Adams1-2/+2
rather than just saying it happened.
2013-01-11BulletSim: Redo linear function coding so they can better interact. New ↵Robert Adams2-62/+91
algorithm for limitMotorUp that relies on going up when not colliding rather than distance from ground. Add parameter for turning on and off embedded source vehicle debugging.
2013-01-11BulletSim: remove double application of buoyancy. Centralize computation of ↵Robert Adams4-65/+59
buoyancy. Add motor angular debugging controls.
2013-01-11BulletSim: fix the 'No recognised physics mesh found ...' error spew by ↵Robert Adams1-1/+1
remembering that the last asset fetch failed until the simulator resets the shape parameters.
2013-01-10add some sanity checking to HandleAgentRequestSit handlerdahlia1-2/+12
2013-01-11Implement a workaround solution for saving manual script state changes by ↵Justin Clark-Casey (justincc)1-5/+19
the user before logout instead of wrongly removing the script early. This workaround relies on the fact that a closing client goes inactive before the attachments derez calls happen. This reverts the change to remove scripts too early instead of stopping them, since the the two step stop then remove is necessary to execute the detach event.
2013-01-11Save attachments on detach/exit if a contained script state has been changed.Justin Clark-Casey (justincc)2-1/+20
This involves making Attachments module listen for start/stop script changes. It also involves removing the script from the region on detach in the same manner as every other DeleteSceneObject() call rather than simply stopping it This is necessary tue to the bad assymetry of start and stop script triggers but it appears to be the correct behaviour anyway, as detached objects are completely gone from the sim. Not just in a state where their scripts have been stopped.
2013-01-11Fix a regression in the last few scene commands changes where setting these ↵Justin Clark-Casey (justincc)1-52/+2
via the viewer estate dialog stopped working. Forgot to register the new interface. Also removes some code which got included by adpating an existing module.
2013-01-10Add "debug scene get" console command to list current scene optionsJustin Clark-Casey (justincc)1-2/+43
2013-01-10Move scene debug commands into separate module. Command changes from "debug ↵Justin Clark-Casey (justincc)5-138/+350
scene <key> <value>" to "debug scene set <key> <value>" to accomodate future settings
2013-01-10refactor: route the final scene backup through the same code that handles ↵Justin Clark-Casey (justincc)1-10/+1
periodic backup This is rather than making unnecessary duplicate checks that the SOG later performs again.
2013-01-10minor: Capitalize GroupsModule command categoryJustin Clark-Casey (justincc)1-1/+1
2013-01-10minor: add missing newline to "debug scene" console commandJustin Clark-Casey (justincc)1-1/+1
2013-01-10Remove unimplemented "debug teleport" console commandJustin Clark-Casey (justincc)1-2/+0
2013-01-10Add "debug scene pbackup true|false" console command. This enables or ↵Justin Clark-Casey (justincc)2-13/+36
disable periodic scene backup. For debug purposes. If false, scene is still saved on shutdown.
2013-01-10On baked texture save, replace any HG ID with an ordinary asset ID so the ↵Justin Clark-Casey (justincc)1-0/+3
HGAssetBroker doesn't try to save back to the avatar's originating region
2013-01-10Add "show script timers" command to show script timers. For debug purposes.Justin Clark-Casey (justincc)3-35/+81
Also, "show sensors" changes to "show script sensors".
2013-01-10Add "show sensors" command to show script sensor information for debug purposes.Justin Clark-Casey (justincc)3-32/+153
2013-01-08BulletSim: Fix hover height (boats float at the correct level).Robert Adams2-8/+12
Fix problem of vehicles going crazy when backing up.
2013-01-09Revert "Prevent empty Anim Packs"Melanie1-12/+0
This reverts commit 5561333668f61f043cdfc0733a4eb50a1bcfb14e.
2013-01-09Revert "Fix sequence id fr default anim"Melanie1-1/+1
This reverts commit a775931a0cec9f65748c6e20dd2695edcbe21b7f.
2013-01-09minor: Fix command match of "debug script" command to "debug scripts" to ↵Justin Clark-Casey (justincc)1-1/+1
match other scripts commands (and it's own short help text)
2013-01-09minor: Allow "script *" console commands to take multiple script item idsJustin Clark-Casey (justincc)1-30/+32
2013-01-08Fix sequence id fr default animMelanie1-1/+1
2013-01-08Prevent empty Anim PacksMelanie1-0/+12
2013-01-08Add the new UpdateAgentInformation cap to make maturity on more recent viewersMelanie1-2/+20
work.
2013-01-07BulletSim: improve vehicle angular banking and deflection computation. ↵Robert Adams1-19/+18
Rotate angular correction forces to be world relative rather than vehicle relative.
2013-01-07BulletSim: add function to push avatar up when hitting stairs.Robert Adams5-27/+119
It looks like BulletSim and ODE rely on penetration correction to cause the avatar to move up and thus allowing walking up stairs. Object penetration was minimized for walking and flying (so one doesn't go through walls) and this stopped stairs from working. This commit introduces avatar movement code to check for collisions at the feet while walking and attempts to raise the avatar for the steps. Not yet perfect but movement is better.
2013-01-07BulletSim: fix exception when re-creating the terrain when loading an OAR fileRobert Adams1-0/+2
2013-01-06BulletSim: comments and removing small compile errors introduced in last commit.Robert Adams3-9/+3
2013-01-06BulletSim: update DLLs and SOs with better debugging output.Robert Adams4-12/+151
Add definition of hand crafted avatar mesh. Not used yet. Comments and cleanup.
2013-01-04BulletSim: fix problem where mesh shapes were physically just their bounding ↵Robert Adams1-0/+1
box and not the complete mesh. Fill mesh physical objects are back.
2013-01-04BulletSim: implement llMoveToTarget by adding PIDActive, etc.Robert Adams2-50/+33
Implementation of non-vehicle hover but haven't tested it a lot. Update TODO list.
2013-01-04BulletSim: add some features to the PID motor to make it more flexible.Robert Adams1-9/+18
2013-01-04BulletSim: convert avatar movement from a force to an impulse. Shouldn'tRobert Adams1-2/+2
change functionality but removes an oddity in computing the force.
2013-01-04BulletSim: add initial implementation of llMoveToTarget and hover height.Robert Adams1-10/+147
Not all there yet.
2013-01-04BulletSim: reorganize motor code a little to pull together common functions.Robert Adams1-18/+129
Add BSFMotor.
2013-01-04BulletSim: add comments to force and impulse setting functionsRobert Adams1-0/+8
so it is clear what Bullet is actually doing with the set values.
2013-01-04BulletSim: fix problem where pre-step actions would not replacedRobert Adams1-0/+4
by new registrations thus causing multiple instances of an action.
2013-01-04BulletSim: add ResetBroadphasePool and ResetConstraintSolver diagnosticRobert Adams4-50/+73
functions. If values set from console, the functions are called. Looking for why the collision pools fill up with unnecessary stuff.
2013-01-04Set default particle burst count to 1 instead of 0 in any set particle ↵Justin Clark-Casey (justincc)1-3/+3
system script call that does not have an empty list. As per http://opensimulator.org/mantis/view.php?id=6353
2013-01-04Fix build break caused by missing ) from dce2809.Justin Clark-Casey (justincc)1-1/+1
Was hand-typing in a line of code I had tested before but not retested this time
2013-01-04Automatically grant sit-related llRequestPermissions() for subsequent ↵Justin Clark-Casey (justincc)1-15/+1
avatars sitting on the same scene obejct, instead of wrongly popping up request permissions dialog. Resolves http://opensimulator.org/mantis/view.php?id=6478
2013-01-04refactor: simplify llGetNumberOfPrims() to return prim count + sitting ↵Justin Clark-Casey (justincc)1-7/+1
avatar count rather than independently inspecting every scene presence
2013-01-04Fix llGetLinkName() to return the name of the last avatar sat as the last ↵Justin Clark-Casey (justincc)1-41/+35
link number. As per http://wiki.secondlife.com/wiki/LlGetLinkName
2013-01-04Fix llGetLinkKey() to return the last sat avatar as the last link number.Justin Clark-Casey (justincc)3-63/+99
As per http://wiki.secondlife.com/wiki/LlGetLinkKey This is done by keeping a scene-object wide list of sitters. This also fixes bugs in this function where linknums 0 and 1 weren't treated properly if there were sitting avatars on a single prim. This also fixes a minor race condition for multiple concurrent sitters on a prim with no current sitters by locking on the object-wide list rather than individual sop lists Addresses http://opensimulator.org/mantis/view.php?id=6477
2013-01-03minor: Add some doc to the extremely unhelpful 'fudge....' comment as to why ↵Justin Clark-Casey (justincc)1-1/+4
we're deselecting the prim in code before scheduling an update on attachment
2013-01-03Fix problem where object attached from ground often does not get attached ↵Justin Clark-Casey (justincc)1-9/+1
properly. It seems this is happening because we send a kill for objects that are selected when attached. A code comment says that this is to get the client to deselect it, but v3 and v1 clients do this just fine without the kill. Aims to address http://opensimulator.org/mantis/view.php?id=6456
2013-01-03Scipt modules get the OpenMetaverse types, so lists passed as arguments to ↵SignpostMarv1-2/+27
script module functions which then later call LSL_Types.list.GetVector3Item() or LSL_Types.list.GetQuaternionItem() methods would then trigger an InvalidCastException, which is now avoided.