Commit History

Author SHA1 Message Date
  Teravus Ovares 042c9ed4d8 * Adds Top Colliders when using ODE. Access it from the estate tools/debug tab. 16 years ago
  Teravus Ovares 2a988f187e * Refactored IConfigSource into Physics plug-ins and Scene. We can get rid of some of the parameters we pass to it's constructor now like, 'm_allowPhysicalPrim', 'seeIntoOtherRegions', etc.. so on 16 years ago
  Teravus Ovares 240e8646da * If you llApplyImpulse on an attachment, it applies impulse on the avatar, not the attachment. 16 years ago
  Teravus Ovares 07167c9a3f * Committing some collision stuffs that I'm working on. 16 years ago
  Teravus Ovares 2a3bdde0fa * Adds llSetStatus(STATUS_ROTATE_X | STATUS_ROTATE_Y | STATUS_ROTATE_Z,TF) 16 years ago
  Teravus Ovares a21112ccee * Adds llMoveToTarget and llStopMoveToTarget support to the ODEPlugin. 16 years ago
  Jeff Ames 47180080f0 Formatting cleanup. 16 years ago
  Teravus Ovares d0123a796b ODEPlugin 16 years ago
  Teravus Ovares 8bea3dbdb9 * Added ODEPlugin Support for llSetBuoyancy. Set Buoyancy to 1 for space prim. 16 years ago
  Teravus Ovares 0a5c48b1c8 * This is a very icky implementation of physical linkset prim using fixed joints. This will change quite drastically, however it's fun to play with. 16 years ago
  Teravus Ovares 27508c1ad8 * Added Support within the ODEPlugin for Selected. Which means that; 16 years ago
  Teravus Ovares 8edaada1d3 ODE: Tired of floating above the ground after crossing a border? Boy have I got a solution for you! For a limited time, you can be the right height after border crossings automatically. Just three easy payments of $9.95 and make sure your neighbor is sending child agent updates! 16 years ago
  Teravus Ovares 19e0ada93a * Located and destroyed the weird velocity and rotation transfers. It turned out to be that the Static PhysicsVector.Zero was transferring velocities between all non fixed objects. Not so static after all :(. Finding it was cruel and unusual punishment from the CLR. 16 years ago
  Teravus Ovares 3588d89b2c * Bigish ODE stability Update. Run Prebuild 16 years ago
  Teravus Ovares d773ca5147 * Made physical prim stable enough for the general population to turn on. (though I still don't recommend it for welcome regions unless object build is off. 16 years ago
  Teravus Ovares f603e57e9a * Added PhysicsScene.Dispose() 16 years ago
  Teravus Ovares c4687116ad * Implemented grab and throw in ODE. It's a little strong still so toss gently at first to test the waters or you'll lose prim to the pit at the edge of the sim. Make sure the object is physical before trying to toss it or it'll just move to the new location. 16 years ago
  lbsa71 efd90b56b7 * Optimized usings 16 years ago
  Teravus Ovares 27e0287526 * Re-did the mass calculations in ODE for Prim 16 years ago
  Teravus Ovares 081f4403ea * Added some simstats to fill the simulator pane of the Statistics monitor. 16 years ago
  Jeff Ames af6eb67999 saved OpenSim source code from the giant rampaging unterminated copyright notice of doom 16 years ago
  Teravus Ovares 5a71d03b7a *Huge* structural changes in ODE/OdePrim to get all of the calls in threadlocked code. ODEPrim was almost completely re-written. 16 years ago
  Jeff Ames 924026d01c cleaned up some mono compiler warnings 16 years ago
  Teravus Ovares d9d35f9fd7 * Implemented Walk Vs Run in ODE. Also helps make the walk look smoother. 16 years ago
  Teravus Ovares 5952441fcc * Added a lot of Glue to help with reporting proper collisions. 16 years ago
  Teravus Ovares cb07ba0d68 * Moves the Meshmerizer to a separate plugin 16 years ago
  Teravus Ovares e9e72fe907 * Added an internal throttle on ODE physics updates 16 years ago
  Teravus Ovares 9e9dad1cde * Added Rotational Velocity reporting for Client Interpolation to Terse Updates 16 years ago
  dan miller fdb57b28b1 prim cuts in ODE 16 years ago
  darok f8e0cf0f1d Changes in BulletXPlugin: Added new class BulletXActor class inherits from PhysicsActor and it's the ancestor for BulletXCharacter and BulletXPrim.Physical modifications: Changes for pass the value of Physical flag in the SceneObjectPart class to the Physics engines. New call for AddPrimShape so it has a new parameter called "isPhysical". The old call will be obselete soon (i believe). PhysActor and its descendants have a new property called IsPhysical. By the way no new special funcionallity added. It's more like preparing the way for new modifications. 16 years ago