Commit Graph

142 Commits

Author SHA1 Message Date
Teravus Ovares
67bbed8202 * Added ability to create new prim on existing prim (rezzing prim from inventory on other prim coming soon). No more new prim buried in the ground by accident.
* The prim are at the absolute position of the prim you rezzed it on top of + (0,0,0.5) for now.
2007-12-28 05:25:21 +00:00
Teravus Ovares
776e83941a * Fixed Physical prim, various issues, viewer freezes, sim crashes, ODE errors, etc. 2007-12-27 23:19:00 +00:00
lbsa71
efd90b56b7 * Optimized usings
* shortened references
* Removed redundant 'this'
* Normalized EOF
2007-12-27 21:41:48 +00:00
Teravus Ovares
f852b64555 * This update includes a wide range of changes to the ODEPlugin for avatar movement, including:
** - avatar can navigate stairs better now
** - avatar can land without shooting into the air
** - excessive collisions with the ground are tempered somewhat and should only shoot the avatar up 20m instead of 200m
** - Try Catched a TextureDownloadModule.cs array out of bounds error with a report that causes it not to crash the sim, however it reports a few important items for tracking it down.
2007-12-26 17:16:47 +00:00
Teravus Ovares
2259bc8ebf * Added a -val heightfield value limiter so giant pits of death don't cause avatar to go into an endless plunge to the middle of the earth. 2007-12-26 01:53:08 +00:00
Teravus Ovares
e008c3e4a9 * Added the ability to land automatically on prim by pressing the page down button when over them and colliding
* Reverted the avatar portion of the inter-penetration physics scene explosion management, it needs more work.
2007-12-26 00:57:37 +00:00
Teravus Ovares
de32006f9a * Added smoother handling of interpenetrating physical objects.
* Fixes:
* -- duplicating Active physical object causes objects to explode in opposite directions
* -- Rezzing objects too close to you avatar causes avatar to shoot around in odd directions
* Vanity
2007-12-22 05:43:34 +00:00
Jeff Ames
6702b03733 Misc. cleanup:
* added Util.Clip(value, min, max)
* modified asset cache's numPackets calculation to use max packet size (600) instead of 1000
* removed a few magic numbers
2007-12-19 08:44:25 +00:00
Teravus Ovares
81828c9b14 * Added an Avatar control tweak that disables the PID controller in certain circumstances.
* This allows collisions with other avatar and prim with a velocity greater then 0 to push avatar around.
2007-12-15 05:08:08 +00:00
Teravus Ovares
081f4403ea * Added some simstats to fill the simulator pane of the Statistics monitor.
* I stress, this is an initial implementation and the Agents(Child and Root) are definately obviously incorrect.
2007-12-12 06:58:55 +00:00
Jeff Ames
af6eb67999 saved OpenSim source code from the giant rampaging unterminated copyright notice of doom 2007-12-10 05:25:16 +00:00
Jeff Ames
f195725db4 keeping opensim safe for children -- made some namespace references less explicit 2007-12-04 22:14:53 +00:00
Teravus Ovares
4f05347246 * Split out the ODEPlugin Nested classes. 2007-12-04 02:51:09 +00:00
Teravus Ovares
5061808afc * Now using interpolation to expand the 256x256 heightfield data to 512x512 before it's passed to ODE. 2007-12-03 19:21:26 +00:00
Teravus Ovares
0ec208a200 * Resize terrain heightmap info going to ODE to double the resolution.
* Using the nearest neighbor method, interpolation coming soon.
2007-12-03 13:11:15 +00:00
Teravus Ovares
b7d596a6af * Restaring the sim works fine in grid mode now. Sims announce themselves to their neighbors when they start up. Neighbors get this message and tell their agents that there's a new sim up.
* Certain unrecoverable physics based crashes in ODE are now hooked up to the 'restart the sim' routine.
2007-11-28 06:18:07 +00:00
Teravus Ovares
7cb38712d5 * Did some initial work for prim crossing. Just glue so far.
* Added the child_get_tasks OpenSim.ini flag for testing the UDP packet sending code and packet throttler.   This flag gets purposely disabled in grid mode.  This flag also has the consequence that you can see the prim in neighboring regions without going into them.  Be warned, this causes tons of dropped packets.
2007-11-21 02:17:24 +00:00
Teravus Ovares
5a71d03b7a *Huge* structural changes in ODE/OdePrim to get all of the calls in threadlocked code. ODEPrim was almost completely re-written.
Copy/Space test needed.
2007-11-20 04:38:08 +00:00
Teravus Ovares
79e9d4faf9 Tweaked for a possibility of 10 elements. 2007-11-19 16:12:53 +00:00
Teravus Ovares
4eb4082e27 * Added noisy debug information on the Verbose console to help debugging oddly placed prim. 2007-11-19 15:59:05 +00:00
Teravus Ovares
4afe393ce4 * Space allocation fix for prim outside region. >256 & <0. 2007-11-19 15:37:50 +00:00
Teravus Ovares
2910f1b949 Fixed - outside of bounds error. 2007-11-19 12:28:00 +00:00
Teravus Ovares
aaab1448f7 * Split space array structure into a two dimentional array instead of a single one. Once again. Should help debugging space/copy issues. 2007-11-19 04:15:18 +00:00
Teravus Ovares
72525d3015 Added medium debug information to Verbose mode of the console about Prim/space movements. Should help make sense of the copy prim bug. Use for Pastebin. :D 2007-11-19 03:06:17 +00:00
Teravus Ovares
694bab9513 * Copy/SpaceBorder Fix attempt number 3, hopefully the last 2007-11-18 20:45:47 +00:00
Teravus Ovares
3bb4cd51fd * 2nd attempt to fix the Spaceborder/copy bug 2007-11-18 20:24:51 +00:00
Teravus Ovares
7672237bcd * Tentative Bug fix for OptikSL's intermittant Copy prim error. 2007-11-18 17:25:12 +00:00
Teravus Ovares
54df1a57d7 * Fix Null comparison for Mono 2007-11-17 21:00:35 +00:00
Teravus Ovares
8a57dd207f * Fixed space related SimCrasher ODE error when a prim disables itself because it's out of bounds and user moves it back into the space. 2007-11-17 20:34:56 +00:00
dan miller
d71b28c731 Out of a fog of alcohol and adenovirus, I present - POS!
EXTREMELY basic collision detection; walk on prims
don't rotate anything
do not feed or annoy POS
YMMV
2007-11-17 09:59:07 +00:00
Teravus Ovares
df507605cd * ODEPlugin Thinned the avatar out to average SL thin-ness. There's more work to be done on this, however, avatar will have a lot less difficulty getting into tight spaces/prim cuts 2007-11-17 05:16:36 +00:00
Teravus Ovares
3041747bcd * ODEPlugin - fixed issue where resizing prim causes the prim's collision box to no longer be matching the client's view of where it should be. 2007-11-17 03:48:13 +00:00
Teravus Ovares
5fd2fa687e * Resolved the situation where prim is loaded from storage and when pushed never stops. 2007-11-16 22:13:13 +00:00
Teravus Ovares
b2243079ea * Trying a space/collision optimization technique in ODE. Let me know if you see a difference. 2007-11-16 18:30:25 +00:00
Teravus Ovares
b63076c303 * ODE step two on the way to separate dynamic space allocation ( One more to go ) 2007-11-16 08:53:37 +00:00
Teravus Ovares
91b0c44563 * ODE - Started the refactoring process to allow breaking up the scene into smaller spaces
* ODE - No new visible speed improvements yet.  From the coding side, the beginnings of dynamic space calculation..
2007-11-15 18:37:20 +00:00
Teravus Ovares
d8fde94843 * ODE removes an unnecessary lock. 2007-11-14 16:24:19 +00:00
Teravus Ovares
cb6ec3d0f7 * Removes the console enumeration errors on sim start. 2007-11-14 16:12:59 +00:00
Teravus Ovares
52fbc67100 * Should help avatar climb steps better
* Reduced ground friction when an avatar is moving
* Followed Dan's advice and moved the walk/run movement controller to target_velocity instead of on the total movement
* Reduced PID_D power by 1/5th (80)
* More avatar movement tweaks.
2007-11-14 02:41:15 +00:00
Teravus Ovares
10b41ba455 * Fixed the walk vs fall animation.
* Tweaked a few things
2007-11-13 05:10:14 +00:00
Teravus Ovares
57b646b7ae * Added AV Height Glue & Avatar Height stored on m_AVHeight in ScenePresence
* Added glue to send it to the Physics Engines (in meters)
* ODE Initial implementation of Avatar Height :D Change your height and not get all knee bendy
2007-11-13 03:18:54 +00:00
Teravus Ovares
d9d35f9fd7 * Implemented Walk Vs Run in ODE. Also helps make the walk look smoother.
* All thanks to unimplemented packet listing :D
2007-11-12 23:46:26 +00:00
Teravus Ovares
5952441fcc * Added a lot of Glue to help with reporting proper collisions.
* ODE - Fixed the iscolliding property to report a static true when colliding.
* Added reporting of collisions to call UpdateMovementAnimations
* Added Jump - air animation (with arms outstretched).
* Added Fall Animations
* ODE - Added a small amount of X, Y motion control while jumping or Falling
* ODE - Avatar movement animations are still a bit odd sometimes, and had to get this up there.
2007-11-12 21:45:49 +00:00
Sean Dague
b9e971cda9 fix compile issue on mono 2007-11-12 20:35:25 +00:00
Teravus Ovares
9b6e747d78 * Sets ZeroMesher as default. (If you want to cut and hollow, you'll need to uncomment the Meshmerizer in OpenSim.ini)
* Fixes a geometry issue in ODE when using ZeroMesher
2007-11-12 16:22:23 +00:00
Teravus Ovares
cb07ba0d68 * Moves the Meshmerizer to a separate plugin
* Experimental.   Linux Prebuild needs testing.
* One more update after this to remove the ODEMeshing directory....
2007-11-10 19:13:52 +00:00
Teravus Ovares
43ea37b5a0 * ODE Fixed annoying bug where resizing causes there to be a 'ghost' prim left that blocks your way. 2007-11-10 17:23:36 +00:00
Teravus Ovares
e9e72fe907 * Added an internal throttle on ODE physics updates
* Added a ThrottleUpdates member to PhysicsActor to expose 'throttle' ability to the Scene.
* Updated the ode.dll file with a fix to invalid data passed to ODE's heightfield collision calculator.
2007-11-09 21:01:55 +00:00
Teravus Ovares
90274434c6 * Moved BulletX off of the 'constant terse update' method. It now only sends terse updates when needed.
* Removed the 'constant poll method' from SceneObjectPart.cs - It was bad :P
* Updated some Masses in ODE to help large prim slow down by friction easier.
2007-11-09 13:45:42 +00:00
Teravus Ovares
b74983328c * Stopped printing the prim's X cordinate difference from the last movement on the Console. 2007-11-08 18:17:48 +00:00