Teravus Ovares
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042c9ed4d8
* Adds Top Colliders when using ODE. Access it from the estate tools/debug tab.
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16 anni fa |
Teravus Ovares
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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
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16 anni fa |
Teravus Ovares
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240e8646da
* If you llApplyImpulse on an attachment, it applies impulse on the avatar, not the attachment.
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16 anni fa |
Teravus Ovares
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07167c9a3f
* Committing some collision stuffs that I'm working on.
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16 anni fa |
Teravus Ovares
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2a3bdde0fa
* Adds llSetStatus(STATUS_ROTATE_X | STATUS_ROTATE_Y | STATUS_ROTATE_Z,TF)
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16 anni fa |
Teravus Ovares
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a21112ccee
* Adds llMoveToTarget and llStopMoveToTarget support to the ODEPlugin.
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16 anni fa |
Jeff Ames
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47180080f0
Formatting cleanup.
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16 anni fa |
Teravus Ovares
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d0123a796b
ODEPlugin
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16 anni fa |
Teravus Ovares
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8bea3dbdb9
* Added ODEPlugin Support for llSetBuoyancy. Set Buoyancy to 1 for space prim.
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16 anni fa |
Teravus Ovares
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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.
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16 anni fa |
Teravus Ovares
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27508c1ad8
* Added Support within the ODEPlugin for Selected. Which means that;
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16 anni fa |
Teravus Ovares
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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!
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16 anni fa |
Teravus Ovares
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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.
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16 anni fa |
Teravus Ovares
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3588d89b2c
* Bigish ODE stability Update. Run Prebuild
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16 anni fa |
Teravus Ovares
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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.
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16 anni fa |
Teravus Ovares
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f603e57e9a
* Added PhysicsScene.Dispose()
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16 anni fa |
Teravus Ovares
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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.
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16 anni fa |
lbsa71
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efd90b56b7
* Optimized usings
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17 anni fa |
Teravus Ovares
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27e0287526
* Re-did the mass calculations in ODE for Prim
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17 anni fa |
Teravus Ovares
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081f4403ea
* Added some simstats to fill the simulator pane of the Statistics monitor.
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17 anni fa |
Jeff Ames
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af6eb67999
saved OpenSim source code from the giant rampaging unterminated copyright notice of doom
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17 anni fa |
Teravus Ovares
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5a71d03b7a
*Huge* structural changes in ODE/OdePrim to get all of the calls in threadlocked code. ODEPrim was almost completely re-written.
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17 anni fa |
Jeff Ames
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924026d01c
cleaned up some mono compiler warnings
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17 anni fa |
Teravus Ovares
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d9d35f9fd7
* Implemented Walk Vs Run in ODE. Also helps make the walk look smoother.
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17 anni fa |
Teravus Ovares
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5952441fcc
* Added a lot of Glue to help with reporting proper collisions.
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17 anni fa |
Teravus Ovares
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cb07ba0d68
* Moves the Meshmerizer to a separate plugin
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17 anni fa |
Teravus Ovares
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e9e72fe907
* Added an internal throttle on ODE physics updates
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17 anni fa |
Teravus Ovares
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9e9dad1cde
* Added Rotational Velocity reporting for Client Interpolation to Terse Updates
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17 anni fa |
dan miller
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fdb57b28b1
prim cuts in ODE
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17 anni fa |
darok
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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.
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17 anni fa |