| Commit message (Collapse) | Author | Files | Lines |
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DLLs and SOs for setting same.
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variable to enable binding to dynamic attributes.
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and, for the moment, default to 'off'.
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invisible barriers in sculptie doorways (Mantis 6529).
Bump up level-of-detail for physical meshes to 32 (the max). This
fixes the invisible barriers that showed up in prim cut arches.
NOTE: the default LOD values are removed from OpenSimDefaults.ini.
If you don't change your OpenSimDefaults.ini, you will continue
to see the arch problem.
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that was in BSScene to BSParam. Remove unused parameters that were passed to the unmanaged code. Update DLLs and SOs for the new param block.
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working.. Still have to do Header.ToBytes and compose a websocket frame with a payload.
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OpenSimDefaults.ini in previous commit 95883282
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additional client stacks. Use comma separated values in clientstack_plugin in your config.
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tile has been set. Do more informative warn instead.
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on a moving object.
Rearrange pre/post action subscription code to put more in locks.
Add meshmerizer params to BulletSimTestUtil scene creation (and fix line endings).
Rebuilt version of DLLs and SOs with cleaned up code and no profiling for sure.
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memory leak problem.
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to the fetch URL to return the data in JSON format. Also adds a simple
'sim.html' that uses JavaScript to display the JSON data. Not pretty
but an example.
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making the bulletXNA engine work again.
* The only thing that had an issue was when creating a new RigidBody, BulletXNA didn't know the type SimMotionState and the upcast type is unknown in the constructor. Therefore, I had to update the IMotionState with a new method 'SetBody'. All of the duplicated type information has been removed and BulletXNA is not relying on any non-standard types external to the library.
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and OpenSim.ini.example. Default remains abort.
This setting controls whether scripts are stopped by aborting their threads externally (abort) or by co-operative checks from the compiled script (co-op)
co-op should be more stable but this option is experimental.
If moving from co-op to abort, existing script DLLs will need to be recompiled.
This currently can only be done manually, either by setting DeleteScriptsOnStartup = true for one run
or by deleting the script DLL* files in bin/ScriptEngines/<region-id>/
One can move from co-op back to abort without recompilation, but reverting back to co-op again will need script recompile
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BulletSPlugin using the BulletXNA Bullet physics engine. It also updates the BulletXNA library to be compatible with the changes. OpenSimDefaults has been updated to describe how to switch engines and terrain implementations.
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OpenSimDefaults.ini / section [IRC]
http://opensimulator.org/mantis/view.php?id=6470
idea: https://github.com/ssm2017/IrcBridgeAlert
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and enable friction computation caching. Remove dangerous BulletSim
settings from OpenSimDefaults.ini.
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Necessitated allowing simulator and physical position of a body to
get out of sync since Bullet assumes that <0,0,0> is the center of mass.
Update DLLs and SOs for the UpdateChildTransform so positions of
individual prim in a linkset can be implemented.
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Add definition of hand crafted avatar mesh. Not used yet.
Comments and cleanup.
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functions. If values set from console, the functions are called. Looking
for why the collision pools fill up with unnecessary stuff.
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in OpenSimDefaults.ini and the code.
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Remove all related calls from the unmanaged and BSAPITemplate interfaces.
Update DLLs and SOs to include the version without HeightMapInfo structures.
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Update BulletSim DLLs and SOs with simplier step function interface.
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used by the code.
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of BulletSim. This is designed to be /as close as possible/ to the BulletSim plugin while still being entirely in the managed space to make keeping it up to date easy as possible (no thinking work). This implementation is /slower/ then the c++ version just because it's fully managed, so it's not appropriate for huge sims, but it will run small ones OK. At the moment, it supports all known features of BulletSim. Think of it like.. POS but everything works. To use this plugin, set the physics plugin to BulletSimN.
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of, when debugging, the zillions of log lines verifying that each module is being added to each region.
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OpenSimDefaults.ini to allow change of the wait time for an event to complete on script removal before aborting its thread
Default is 1000, as has previously been the case.
This parameter exists for further debug work concerning mono 2.10 crashes that may be related to locks not being removed on Thread.Abort
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Push a small fix for the mono addins
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Mono.Addins.Setup uses Ionic.Zip for compression. Libraries Compiled on Win32
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May generate some error output during startup on Robust - ignore for now, will fix soon.
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exist.
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static objects by more restrictive selection of objects that collide
with static objects.
Rename collision mask fuctions from 'filter' to 'group' so it is clear
what is being set.
Rename BulletSimAPI.SetCollisionFilterMask() to SetCollisionGroupMask to match above.
Restore passing of time step to linear and angular motion component routines.
Use buffering vehicle physical parameter get/set routines consistantly.
Make range enforcement clearer by using ClampInRange() function for parameter setting.
Remove commented out experimental vehicle calculations.
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DISABLE_SIMULATION to ISLAND_SLEEPING. Update DLLs and SOs to add DumpActivationInfo2 function.
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SetInterpolationAngularVelocity.
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friction and collision margin. Remove some of the BulletSim parameters that are very esoteric and dangerous. Most of the remaining parameters are features one can 'see'.
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RecycleBaseUDPPackets = true by default.
This reduces base memory churn of every client connection, improving the garbage collection situation.
The effect is a significant portion of base load (an avatar standing still on a completely blank island)
but will probably still be swallowed up by other memory use on active regions.
Tests have shown no noticeable impact on speed of processing incoming packets, though setting remains
in case a switch back is needed.
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OpenSim.ini.
Setting this to false will block all restart requests from the viewer even if they are otherwise legitimate.
One use is to block region restarts if necessary whilst restart functionality remains buggy or triggers bugs in modules,
though these should be fixed as soon as practicable.
Default is true, as has been the case historically.
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block format changed.
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Simple attempt to make avatars better shaped.
Replace parameter 'avatarCapsuleRadius' with 'avatarCapsuleWidth'
and 'avatarCapsuleDepth'.
More tweeking to avatar height calculation. A little better but
short avatar's feet are above the terrain and tall avatar's feet
are a little below the ground.
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