remove old ode (OpenDynamicsEngine) module. Thnaks to all that worked on it, in fact it was the basis for other modules like Bullet and ubOde

This commit is contained in:
UbitUmarov
2022-11-09 02:33:43 +00:00
parent 89b13e1db2
commit 7ef28ede29
14 changed files with 3 additions and 11964 deletions

View File

@@ -104,7 +104,6 @@
;; However, this will only log crashes within OpenSimulator that cause the
;; entire program to exit
;; It will not log crashes caused by virtual machine failures, which
;; includes mono and ODE failures.
;; You will need to capture these native stack traces by recording the
;; session log itself.
; save_crashes = false
@@ -238,10 +237,6 @@
;; Select a mesher here.
;;
;; Meshmerizer properly handles complex prims by using triangle meshes.
;; Note that only the ODE physics engine currently deals with meshed
;; prims in a satisfactory way.
;# {meshing} {} {Select mesher} {Meshmerizer ZeroMesher} Meshmerizer
;; ZeroMesher is faster but leaves the physics engine to model the mesh
;; using the basic shapes that it supports.
@@ -260,14 +255,13 @@
;; It continues to provide a workable physics implementation. It does not currently support varregions.
;; basicphysics effectively does not model physics at all, making all objects phantom.
;; Default is BulletSim
; physics = OpenDynamicsEngine
; physics = BulletSim
; physics = basicphysics
; physics = POS
;; alternative OpenDynamicsEngine engine. ubODEMeshmerizer meshing above MUST be selected also
; physics = ubODE
; ubODE and OpenDynamicsEngine does allocate a lot of memory on stack. On linux you may need to increase its limit
; ubODE does allocate a lot of memory on stack. On linux you may need to increase its limit
; script opensim-ode-sh starts opensim setting that limit. You may need to increase it even more on large regions
; edit the line ulimit -s 262144, and change this last value
@@ -797,14 +791,6 @@
AvatarToAvatarCollisionsByDefault = true
[ODEPhysicsSettings]
;# {mesh_sculpted_prim} {[Startup]physics:OpenDynamicsEngine} {Mesh sculpties so they collide as they look?} {true false} true
;; Do we want to mesh sculpted prim to collide like they look?
;; If you are seeing sculpt texture decode problems
;; (messages such as "Decoded image with unhandled number of components: 0 shortly followed by a physcs exception")
;; then you might want to try setting this to false.
; mesh_sculpted_prim = true
[RemoteAdmin]
;; This is the remote admin module, which uses XMLRPC requests to
;; manage regions from a web interface.