Commit Graph

616 Commits

Author SHA1 Message Date
nlin
56edbe9b60 Alternate algorithm for fixing avatar capsule tilt (Mantis #2905)
Eliminate dynamic capsule wobble. Instead introduce a small, fixed
tilt, and allow the tilt to rotate with the avatar while moving; the
tilt always faces away from the direction of avatar movement. The
rotation while moving should eliminate direction-dependent behavior
(e.g. only being able to climb on top of prims from certain directions).

Falling animation is still too frequently invoked.

Ideally the tilt should be completely eliminated, but doing so
currently causes the avatar to fall through the terrain.
2009-09-18 11:39:08 +09:00
Justin Clark-Casey (justincc)
0683cf6e0d Add test to check behaviour if an iar is loaded where no user profile exists for the creators
Disable generation of temporary profiles for now, instead record loading user as creator
2009-09-09 18:03:49 +01:00
Teravus Ovares (Dan Olivares)
b93f512433 * Fix for GetTerrainHeightAtXY to make it compatible when Constants.RegionSize isn't 256 2009-09-04 02:48:07 -04:00
Teravus Ovares (Dan Olivares)
bb5857c4bb * Fixes the function 'GetTerrainHeightAtXY' 2009-09-04 00:03:54 -04:00
dahlia
6cf610bc44 eliminate unnecessary storage of mesh objects which are no longer necessary after recent startup optimizations 2009-09-02 17:40:55 -07:00
Jeff Ames
56ddd6828c Add copyright headers. Formatting cleanup. 2009-09-03 02:04:17 +09:00
Teravus Ovares (Dan Olivares)
9505297fb1 * One last attempt to get the bordercrossing/primcrossing/attachmentcrossing right in the new border framework.
* This also contains some inactive preliminary code for disconnecting combined regions that will be used to make one root region a virtual region of a new root region.
2009-09-02 04:39:00 -04:00
Melanie
f32de6fe88 Thank you, dslake, for a set of patches to improve OpenSim startup
and idle performance.
2009-09-02 03:33:31 +01:00
Melanie
c89fc36f28 Applying Mantis #4079. Thank you, dslake 2009-09-01 02:17:08 +01:00
Teravus Ovares (Dan Olivares)
54e05a083d Merge branch 'master' of ssh://MyConnection/var/git/opensim 2009-08-26 11:48:05 -04:00
Jeff Ames
cf2d1b5c10 Add copy constructor to PhysicsVector. 2009-08-26 14:28:54 +09:00
Jeff Ames
256624566f Formatting cleanup, minor refactoring. 2009-08-26 14:02:01 +09:00
Teravus Ovares (Dan Olivares)
e1b38ff001 * It turns out that Physics heightmap values were being stored in managed memory in _heightmap and using multiple heightmaps caused them all to overwrite each other and the last one was the heightmap for all of the regions. This fixes that. It also reduces the terrain resolution to half. 2009-08-21 13:22:49 -04:00
Teravus Ovares (Dan Olivares)
64dcb71c14 * Fixes Terrain issues with combined regions. 2009-08-20 23:26:40 -04:00
Teravus Ovares (Dan Olivares)
311b51a184 *remove conflicts 2009-08-18 11:09:43 -04:00
Teravus Ovares (Dan Olivares)
c54cb59a71 * Some Physics Scene Changes to prepare for larger regions 2009-08-18 11:05:07 -04:00
Melanie
9ad3e72ae1 Did I say that i don't like git? Remove some stuff that shouldn't have
gone in.
2009-08-17 22:06:51 +01:00
Melanie
644db1e540 Add System.Xml reference to the console project 2009-08-17 09:40:38 +01:00
Jeff Ames
9d9fcac038 Misc cleanup. 2009-08-16 17:14:21 +09:00
Teravus Ovares (Dan Olivares)
30ce56e721 Merge branch 'master' of ssh://MyConnection/var/git/opensim 2009-08-15 13:10:21 -04:00
Teravus Ovares (Dan Olivares)
8000812700 * part one of adding physics combining 2009-08-15 13:10:10 -04:00
Jeff Ames
1123a326ab Formatting cleanup. Fix some compiler warnings. 2009-08-13 15:43:24 +09:00
Jeff Ames
3e247a8eaa Minor: formatting cleanup. 2009-08-11 00:32:59 +09:00
Jeff Ames
8863092f7c Split BasicPhysics classes into separate files. 2009-08-11 00:32:59 +09:00
Teravus Ovares (Dan Olivares)
e88903f481 * Fix one physics crash for regions larger then 512mx512m 2009-08-08 10:38:53 -04:00
Teravus Ovares (Dan Olivares)
2b990a61bf This is the second part of the 'not crash on regionsize changes'. This lets you configure region sizes to be smaller without crashing the region. I remind you that regions are still square, must be a multiple of 4, and the Linden client doesn't like anything other then 256. If you set it bigger or smaller, the terrain doesn't load in the client, the map has issues, and god forbid you connect it to a grid that expects 256m regions. 2009-08-07 20:31:48 -04:00
Teravus Ovares (Dan Olivares)
c8a68fb3fb * Remove hard coded 256 limitations from various places. There's no more 256m limitation within the OpenSimulator framework, however, the LLClient ClientView does not support regions larger then 256 meters so, if you try and make your region larger by setting Constants.RegionSize = 512; in OpenSim.Framework.Constants.cs, the terrain will not display on clients using the LLUDP protocol 2009-08-07 18:40:56 -04:00
Justin Clark-Casey
190bdc8a2e * Remove some mono compiler warnings 2009-08-05 17:33:23 +01:00
dahlia
21e62e87c7 starting to refactor path generation out of prim extrusion 2009-08-03 22:59:47 -07:00
Dahlia Trimble
6c94ce1cca Flag certain meshes to avoid vertex list compaction. This should help speed up meshing time at startup. 2009-07-30 07:06:23 +00:00
Jeff Ames
a133e83f3a Formatting cleanup. 2009-07-23 15:32:11 +00:00
Teravus Ovares
e2e43f1ab7 * Whoops, forgot the water heightfield. 2009-07-22 04:11:51 +00:00
Teravus Ovares
9f4b8260c2 * Exclude heightfield geom from the raycast test.
* Fixes mantis #3922
2009-07-22 04:04:30 +00:00
Teravus Ovares
156c393a44 * nothing in this commit, re-triggering panda.. which crashed while testing. 2009-07-21 03:28:12 +00:00
Teravus Ovares
5c8fe5c01c * Fixed a case where a prim was a NullPhysicsActor instead of an OdePrim
* Commented logic that wasn't being used.
* This should fix the errors in OdeScene.near
2009-07-21 03:18:19 +00:00
Teravus Ovares
08819bcbea * Created a way that the OpenSimulator scene can ask the physics scene to do a raycast test safely.
* Test for prim obstructions between the avatar and camera.  If there are obstructions, inform the client to move the camera closer.  This makes it so that walls and objects don't obstruct your view while you're moving around.   Try walking inside a hollowed tori.   You'll see how much easier it is now because your camera automatically moves closer so you can still see.
* Created a way to know if the user's camera is alt + cammed or just following the avatar.
* Changes IClientAPI interface by adding SendCameraConstraint(Vector4 CameraConstraint)
2009-07-19 02:32:02 +00:00
Melanie Thielker
01446074b1 Revert the nonessential part of r10033 to restore sanity to trampolines 2009-07-16 19:09:03 +00:00
Teravus Ovares
8e1ab33ed3 * Tweaking collision reporting a little more in ScenePresence to not check if the collisions will affect health if the avatar is invulnerable. (saves 3 loops) 2009-07-16 04:50:49 +00:00
nlin
56d295cfb5 Fix for avatar falling through terrain when av_capsule_tilted=false, Mantis #2905
This fix re-introduces a small tilt into the capsule to prevent
avatar falling through terrain. Re-introduction of the tilt means
that some direction-dependent behavior when walking over prims, but
I have tried to minimize this.

Additionally this commit allows the capsule to wobble slightly when
being pushed around the terrain. This should make walking over prims
easier, as the capsule can wobble and glide diagonally over the prim's
edge, instead of rigidly being stopped vertically against the prim's
face.
2009-07-15 10:09:37 +00:00
Melanie Thielker
750f75c514 Thank you, Twitch, for a patch to restore mayhem and murder to OpenSim
Fixes Mantis #3888
2009-07-14 23:20:59 +00:00
Dahlia Trimble
73251ed346 add a constructor overload and an AddPos method to SculptMesh 2009-07-14 06:09:18 +00:00
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