Merge branch 'master' into careminster

Conflicts:
	OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
	OpenSim/Region/Physics/Meshing/Meshmerizer.cs
This commit is contained in:
Melanie
2012-11-30 01:19:08 +00:00
21 changed files with 983 additions and 576 deletions

View File

@@ -217,10 +217,10 @@
; to false if you have compatibility problems.
;CacheSculptMaps = true
; Choose one of the physics engines below
; OpenDynamicsEngine is by some distance the most developed physics engine
; basicphysics effectively does not model physics at all, making all objects phantom
; Choose one of the physics engines below.
; OpenDynamicsEngine is by some distance the most developed physics engine.
; BulletSim is a high performance, up-and-coming physics engine.
; basicphysics effectively does not model physics at all, making all objects phantom.
physics = OpenDynamicsEngine
;physics = basicphysics
;physics = POS
@@ -904,15 +904,18 @@
[BulletSim]
; World parameters
DefaultFriction = 0.50
DefaultFriction = 0.20
DefaultDensity = 10.000006836
DefaultRestitution = 0.0
Gravity = -9.80665
TerrainFriction = 0.50
TerrainHitFriction = 0.8
TerrainFriction = 0.30
TerrainHitFraction = 0.8
TerrainRestitution = 0
TerrainCollisionMargin = 0.04
AvatarFriction = 0.2
AvatarStandingFriction = 0.99
AvatarRestitution = 0.0
AvatarDensity = 60.0
AvatarCapsuleWidth = 0.6
@@ -926,27 +929,15 @@
LinearDamping = 0.0
AngularDamping = 0.0
DeactivationTime = 0.2
LinearSleepingThreshold = 0.8
AngularSleepingThreshold = 1.0
CcdMotionThreshold = 0.0
CcdSweptSphereRadius = 0.0
ContactProcessingThreshold = 0.1
; If setting a pool size, also disable dynamic allocation (default pool size is 4096 with dynamic alloc)
MaxPersistantManifoldPoolSize = 0
ShouldDisableContactPoolDynamicAllocation = False
ShouldForceUpdateAllAabbs = False
ShouldRandomizeSolverOrder = True
ShouldSplitSimulationIslands = True
ShouldEnableFrictionCaching = False
NumberOfSolverIterations = 0
CollisionMargin = 0.04
; Linkset constraint parameters
LinkImplementation = 1 ; 0=constraint, 1=compound
LinkConstraintUseFrameOffset = False
LinkConstraintEnableTransMotor = True
LinkConstraintTransMotorMaxVel = 5.0
LinkConstraintTransMotorMaxForce = 0.1
; Whether to mesh sculpties
MeshSculptedPrim = true