| Commit message (Collapse) | Author | Age | Files | Lines |
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equilibrium point in the physics engine constraint.
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Add specific error warnings for mis-matched parameter types in extended
physics functions.
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parameters that control multiple axis. Add useLinearReferenceFrameA constraint parameter.
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for spring constraints. Renumber parameter ops since I can as no one is using them yet.
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Add setting of linkset type to physChangeLinkParams. Lots of detail logging for setting of linkset constraint parameters.
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events. Normally, physics engines do not return updates for child prims so, under normal operation, this code should never execute. Will only be used when using flexible linkset linkages.
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Update routines to use the new parameters list from above change.
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LocalID of object which created the taint.
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and array of objects rather than a mixture of parameters and array. Makes understanding and parsing what is being passed much easier.
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SL heights. Correct BSParam avatar height defaults to be what's in OpenSimDefaults.ini.
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implementation of physChangeLinkParams() in BSLinksetConstraint.
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as case variables in switch statements.
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constraints. Not fully functional. Remove double definition of ExtendedPhysics parameters by having BulletSim reference the optional module (addition to prebuild.xml and usings).
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spaces better. This shouldn't affect many since this HACD routine is off by default.
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constraint. Add implementation to create spring constraint. Send up property updates for linkset children at the end of flexible linkset links. The simulator probably doesn't do the right thing yet.
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the linkset physics at next PostTaint time. Replace the existing calls to ScheduleRebuild to be calls to Refresh(). This allows external routines to make changes to parameters and then cause the linkset to rebuild.
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linkset's link back to a fixed, non-moving connection.
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should be.
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constraints.
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The previous logic would generate land_collision_start and land_collision_end
but would not generate the land_collision itself.
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Conflicts:
OpenSim/Region/ClientStack/Linden/Caps/GetTextureModule.cs
OpenSim/Region/Framework/Scenes/Tests/SceneObjectDeRezTests.cs
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was being called twice on each crossing.
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location in the hijacked variable KeyFrame.AngularVelocity. When steps in OnTimer <= 0.0, normalize the final position by Constants.RegionSize and move the object there. The hack here is KeyFrame.AngularVelocity probably isn't the right name for this variable because it's the un-mucked with keyframe position. When you determine the feasibility of changing the name without affecting the serialization of existing objects in world... It's simply a name change to KeyFrame.FinalPosition or something proper.
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stack unwinding.. the faster it goes.
* Tweak XEngine so that it's partially functional again. It's still not great, but basic things work.
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the border crossing code will use velocity to predict where the object should be, so setting it to zero. It still looses about 0.0045 per loop."
This reverts commit 55400ff7be55b1c8dbededca68e6fce42cd6ce0f.
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crossing code will use velocity to predict where the object should be, so setting it to zero. It still looses about 0.0045 per loop.
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Conflicts:
OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
OpenSim/Region/Framework/Scenes/Scene.cs
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Scene.m_clientManager still retains a reference to a dead client.
Instead, "show client stats" now prints "Off!" so that exception is not thrown and we know which entries in ClientManager are in this state.
There's a race condition which could trigger this, but the window is extremely short and exceptions would not be thrown consistently (which is the behaviour observed).
It should otherwise be impossible for this condition to occur, so there may be a weakness in client manager IClientAPI removal.
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agent.
Relevant if a child agent has been allowed into the region which should not be upgraded to a root agent.
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so that they work.
This is necessary because the hypergrid groups checks (as referenced by estates) require an agent circuit to be present to construct the hypergrid ID.
However, this is not around until Scene.NewUserConnection(), as called by CreateAgent() in EntityTransferModule.
Therefore, if we're dealing with a hypergrid user, delay the check until NewUserConnection()/CreateAgent()
The entity transfer impact should be minimal since CreateAgent() is the next significant call after NewUserConnection()
However, to preserve the accuracy of query access we will only relax the check for HG users.
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for all bots if no bot number is given
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than controlling from the main action loop
This is to avoid excessive and inconsistent delays between behaviours that currently need to embed sleeps in other actions (e.g. physics) and other behaviours.
Might need a more sophisticated approach in the long term.
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or bot it disconnected.
In this case, it is used to turn off jump when physics testing behaviour is removed.
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