Commit Graph

575 Commits

Author SHA1 Message Date
Dahlia Trimble
3f2ee8915d Some improvements to prim face numbering - only affects viewers using PrimMesher 2009-07-11 04:53:41 +00:00
nlin
0ec6dfb1a1 Experimental fix for tilted avatar capsule, Mantis #2905
Set av_capsule_tilted to false in opensim.ini. Default is true, so there is
no change in avatar behavior (and no breaking of existing content which
relies on the tilted capsule).

This commit straightens up the avatar capsule so it behaves consistently
(e.g. same collision behavior against prims regardless of which direction
the avatar is coming from; ability to fit through narrow doorways).

Please note this introduces other side effects which have not been fixed.
In particular:

* The avatar frequently falls through the terrain if it is not flat, though
the avatar behaves pretty well on flat terrain. This requires investigation
of the ode terrain collider.
* The apparent foot position of the avatar with respect to the ground
is changed. This requires investigation of the avatar height/capsule height.

Please consider this as work in progress.
2009-07-08 01:41:05 +00:00
Dr Scofield
652bcf91d5 - fixes a "collection out of sync" exception in the ODE physics
engine, caused by an "avatar infinite position" occurring under
  heavy load.
- fixes "value too small" exception in ChatModule
2009-06-25 07:39:48 +00:00
Melanie Thielker
034de5ecd6 Properly reset a vehicle's status to VEHICLE_TYPE_NONE when requested 2009-06-19 22:32:02 +00:00
Dr Scofield
8045ed28ec From: Alan Webb <alan_webb@us.ibm.com>
Eat collision errors --- NOTE: this fix might be naive, it seems to
  have helped us getting to 81 avatars (whereas we'd crash with 20
  before), but it sure would benefit from some check-over by a person
  skilled in the art of ODE physics.
2009-06-10 11:48:13 +00:00
Jeff Ames
a23d64dec1 Formatting cleanup. 2009-06-10 04:28:56 +00:00
Dahlia Trimble
f94e192b86 some code cleanup
test commit with cygwin svn
2009-06-06 08:41:27 +00:00
Jeff Ames
1e3f378c57 Fix comparison of UUID with null. 2009-06-04 01:26:31 +00:00
lbsa71
6f37fd8399 * Pried apart the ODE tests. This fixes mantis #3212 2009-06-02 18:12:34 +00:00
Jeff Ames
840de6c036 Minor: Change OpenSim to OpenSimulator in older copyright headers and LICENSE.txt. 2009-06-01 06:37:14 +00:00
Dahlia Trimble
be41a2cb7e reduce verbosity of sculpt map cache messages to reporting cache failures only 2009-05-31 23:57:52 +00:00
Dahlia Trimble
179724b4fc some clean up of sculpt map caching code
remove a redundant debug message
2009-05-29 08:57:10 +00:00
Dahlia Trimble
05cbf0b502 reinstate a hopefully more robust experimental decoded sculpt map caching scheme 2009-05-29 06:50:15 +00:00
Dahlia Trimble
1609e7eac0 disable sculpt map caching until a better method of avoiding asset requests can be found 2009-05-29 05:11:50 +00:00
Dahlia Trimble
db4f8d1298 Experimental decoded sculpt map caching 2009-05-29 02:46:35 +00:00
Sean Dague
85e91ddb67 Revert "* Added IntegrationTest Attribute and tagged the ODETestClass"
This reverts commit 8f0096cc7b112fea8f69f391224911f624482747.

To get us back to compiling on fresh checkouts.
2009-05-27 12:53:29 +00:00
lbsa71
17f0a4be53 * Added IntegrationTest Attribute and tagged the ODETestClass 2009-05-27 12:36:58 +00:00
lbsa71
ba360ede8b * Upped version number to 0.6.5 2009-05-25 11:43:56 +00:00
Dr Scofield
1d02636c27 cleaning out warnings.
NOTE: we currently have a gazillion warnings caused stuff flagged as
"obsolete" (OGS1 stuff) --- what's up with that?
2009-05-22 14:57:00 +00:00
Dahlia Trimble
87b95e324e Sculpt mesher refactor
adds some previously missing geometry to sculpties
new LOD improves vertex accuracy
fix torus mode mesh edge joining
sync with primmesher r37
2009-05-19 10:09:33 +00:00
Dahlia Trimble
14c1e991c6 some sculpted prim geometry accuracy and meshing speed improvements 2009-05-15 03:14:04 +00:00
Dahlia Trimble
bd3a4e5f01 Added a Copy() method to PrimMesh and SculptMesh as suggested by dmiles. Sync PrimMesher.cs and SculptMesh.cs with PrimMesher.dll r36. 2009-05-08 03:04:45 +00:00
Dahlia Trimble
09522743cb alter behavior of sculpted prim "Inside out" setting. Addresses Mantis #3514 2009-05-03 06:25:52 +00:00
Dahlia Trimble
6f3437b77e some code cleanup
sync with primmesher r35
2009-04-24 19:43:15 +00:00
Dahlia Trimble
9c13a93583 Limit hollow size of physics proxy to 95% 2009-04-24 19:28:29 +00:00
Teravus Ovares
c5a3ff231f * It turns out vehicle Angular Motor direction is always in global space. 2009-04-20 17:46:37 +00:00
Teravus Ovares
b98f93212b * Prevent a vehicle crash 2009-04-20 06:56:53 +00:00
Teravus Ovares
21d4423030 * Allow passing of material type to physics engine
* Define low friction and medium bounce for Glass
2009-04-20 03:07:53 +00:00
idb
716e1fe0e1 Keep IsColliding updated for the recent changes in ScenePresence so that walk/stand animations will get used instead of just falling 2009-04-19 12:28:29 +00:00
Teravus Ovares
03901c8c0d * Rudimentary angular motor implementation for the LSL Vehicle API 2009-04-19 08:12:10 +00:00
Dahlia Trimble
5f1fa0d3d7 Added a "force_simple_prim_meshing" option to the ODE settings in OpenSim.ini which will use meshes for collisions with simple prim shapes rather than internal ODE algorithms. This may help with Mantis #2905 and Mantis #3487 for those experimenting with capsule settings.
Note that this will increase memory usage and region startup time.
2009-04-19 01:21:38 +00:00
Dahlia Trimble
15b9c528c5 Add some documentation. (note this is *not* a thinly veiled attempt to increase my commit frequency *wink*) 2009-04-18 17:15:56 +00:00
Teravus Ovares
68190617b4 * A few fixes to the Linear Motor 2009-04-17 23:04:33 +00:00
Teravus Ovares
07c113a766 * Add Implementation of Linear Motor and Linear friction from the LSL Vehicle API in Physics 2009-04-17 21:10:54 +00:00
Teravus Ovares
e95fe66dd5 * Set some minimum values to avoid divide by zero errors. 2009-04-17 04:38:31 +00:00
Teravus Ovares
0d00a767bc * Commit a few fixes to the Vehicle settings
* Vertical Attractor servo
2009-04-17 04:34:52 +00:00
Teravus Ovares
8a7a0190e6 * Remove some super experimental stuff in BulletDotNETPlugin since it was causing issues.
* Tweak the ODEPrim PID a bit more.
2009-04-16 08:11:05 +00:00
Teravus Ovares
eac5d4015d * Committing more BulletDotNETPlugin work
* Tweak the LLSetStatus results in the ODEPlugin.  Hopefully it's a little less unstable.
* ODEPlugin is using experimental math for LLSetStatus, use with caution! :)
2009-04-16 07:31:48 +00:00
Teravus Ovares
d34d5eb3f7 * Adding some organization of vehicle type stuff in the ODEPlugin.
* Vehicles do NOT work.  This is just organization and a bit of logical code to make doing vehicles easier
2009-04-14 09:03:18 +00:00
Teravus Ovares
c2e75aecd1 * Commit a variety of fixes to bugs discovered while trying to fix the NaN singularity.
* WebStatsModule doesn't crash on restart.   GodsModule doesn't crash when there is no Dialog Module.  LLUDPServer doesn't crash when the Operation was Aborted.  
* ODEPlugin does 'Almost NaN' sanity checks.
* ODEPlugin sacrifices NaN avatars to the NaN black hole to appease it and keep it from sucking the rest of the world in.
2009-04-14 01:57:35 +00:00
Teravus Ovares
2dca78b2bf * BulletDotNETPlugin supports Axis lock (LLSetStatus) from the script engine now. 2009-04-11 03:04:08 +00:00
Teravus Ovares
53026affb3 * Instead of referencing mesh stuff in the physics plugin.. change the IMesh Interface. (blame prebuild) 2009-04-11 00:11:54 +00:00
Teravus Ovares
474b982eba * Adds Physical/Active Linkset support to BulletDotNETPlugin 2009-04-10 23:26:42 +00:00
Teravus Ovares
10f5615573 * Tweak the character controller some more
* Add cursory integration with script engine.    
* LLMoveToTarget, LLSetBouyancy, LLSetStatus (Physical only), LLApplyImpulse, LLApplyTorque, LLPushObject..   etc.
* Still missing linked physical active and LLSetStatus with an axis lock.
2009-04-10 06:01:29 +00:00
Teravus Ovares
b05a1aa4b7 * Whoops, never saved the BulletDotNETScene.. Last commit continued..... 2009-04-09 22:00:15 +00:00
Teravus Ovares
4050dec682 * Changes the timstep of the bullet world
* Enables border crossings when using the BulletDotNETPlugin 
* Enabled variable time steps in BulletDotNETPlugin
* Still no 'linked physical objects' yet
* Still no script engine integration
2009-04-09 21:48:11 +00:00
Teravus Ovares
b326b55bcd * Added finite testing to the character and object constructor 2009-04-07 16:41:07 +00:00
Teravus Ovares
9bbc7e8bf6 * Added a routine to check if a PhysicsVector and Quaternion is finite
* Now validating input to the Physics scene and warning when something is awry.
* This should help nail down that Non Finite Avatar Position Detected issue.
2009-04-07 16:13:17 +00:00
Teravus Ovares
11f8ea30f9 * Tweak the BulletDotNETPlugin character controller so it feels more finished. 2009-04-07 15:01:46 +00:00
Teravus Ovares
0d4880d5cf * This fixes BulletDotNET so it can now be used on linux. 2009-04-07 03:33:28 +00:00