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BulletSim: remove degenerate triangles from meshes. This fixes the
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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@@ -916,13 +916,9 @@
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; Terrain Implementation {1|0} 0 for HeightField, 1 for Mesh terrain. If you're using the bulletxna engine,
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; you will want to switch to the heightfield option
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TerrainImplementation = 1
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; TerrainImplementation = 0
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DefaultFriction = 0.20
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DefaultDensity = 10.000006836
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DefaultRestitution = 0.0
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Gravity = -9.80665
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TerrainFriction = 0.30
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@@ -931,7 +927,7 @@
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TerrainCollisionMargin = 0.04
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AvatarFriction = 0.2
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AvatarStandingFriction = 10.0
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AvatarStandingFriction = 0.95
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AvatarRestitution = 0.0
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AvatarDensity = 3.5
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AvatarCapsuleWidth = 0.6
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@@ -943,7 +939,7 @@
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CollisionMargin = 0.04
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; Linkset constraint parameters
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; Linkset implmentation
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LinkImplementation = 1 ; 0=constraint, 1=compound
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; Whether to mesh sculpties
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@@ -952,14 +948,6 @@
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; If 'true', force simple prims (box and sphere) to be meshed
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ForceSimplePrimMeshing = false
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; level of detail for physical meshes. 32,16,8 or 4 with 32 being full detail
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MeshLevelOfDetail = 8
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; if mesh size is > threshold meters, we need to add more detail because people will notice
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MeshLevelOfDetailMegaPrimThreshold = 10
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MeshLevelOfDetailMegaPrim = 16
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; number^2 non-physical level of detail of the sculpt texture. 32x32 - 1024 verticies
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SculptLevelOfDetail = 32
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; Bullet step parameters
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MaxSubSteps = 10
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FixedTimeStep = .01667
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