BulletSim: rip out old code for linkset child position fetching. BulletSim doesn't need to do that bookkeeping because SOG/SOP already does it.
BulletSim: remove some errors on shutdown by moving terrain destruction until after physical object destruction. TerrainManager also made disposable and that feature used.
Add stack dump function that takes an alternate printer outter. I've found that log4net can be slowish so, if one is generating A LOT of debug output, alternate printers are better
BulletSim: experimentally remove unit displacement from prim border crossing test. This seems to cause border crossing to be sensed either a little early or a little late depending on which directin the object is moving. If border crossings become totally borked or someone remembers why this was displacement was done, revert this change.
BulletSim: refactor to combine common terrain height testing code. Add function to test if a position is over known terrain.
BulletSim: add check for border crossing in character position sanity check.
BulletSim: add even more to the TODO list.
BulletSim: add parameter to UpdateProperties call into the linkset so changes from the physics engine can be differentiated from changes made by the user. This eliminates a linkset rebuild loop. Also add logic to not rebuild or freak out when the object/linkset crosses a terrain boundry.
BulletSim: fix vehicles being shot in the air at border crossings because of mis-application of correction to postion for below groundness.
BulletSim: fix vehicles going underground when unsat. Problem was that, when doing unsit, the order of operations on the prims and the vehicle is very chaotic and not in a good order so the root prim was being left physical and thus it fell for a bit. Also changed default of velocity scaling to be closer to the movement standard.
Extend default 1 second wait for event completion to other thread script reset (as called by llResetOtherScript()).

As with script stop (via llDie()) aborting other scripts event threads, llResetOtherScript() can also abort any current event thread on another script.
On mono 2.6, 2.10 and possibly later this may cause locking problems in certain code areas.
This commit reuses the recently introduced [XEngine] WaitForEventCompletionOnScriptStop to make this a 1 sec timeout, rather than 0 secs.
BulletSim: apply friction to linear and angular motion before returning advanced motor value. This seems to be the problem with BulletSim vehicles turning too quickly. Also removed the configuration parameter that controlled the timestep scaling kludge for angular velocity that was added to research the question of quick turning.
Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
Disable UDPPacketBuffer pooling for now to resolve an issue on Windows of interference between incoming packets.

On Windows, concurrent multi-threaded processing of inbound UDP somehow allows different data input processing to interfere with each other.
Possibly the endpoint reference is being switched, though I don't yet know the mechanism.  Not seen on Mono.
Also resolveable by setting RecyclePackets = false or RecycleBaseUDPPackets = false in [PacketPool]
Or async_packet_handling = false in [ClientStack.LindenUDP]
For now, will simply disable this particular pooling though will revisit this issue.
In response to http://opensimulator.org/mantis/view.php?id=6468
Replace axis rotation numeric constants (STATUS_ROTATE_XYZ) with symbols. Also made it so llSetStatus() can individually enable disable rotation axi using the bitmask of flags.
BulletSim: comments and TODO list update
BulletSim: initial implementation of a PID motor. Not hooked up yet.
BulletSim: improve angularVerticalAttraction calculation to compute angular correction velocity rather than estimating correction (excuse to use trig functions).
BulletSim: reorganize motor step code to separate error computation allowing subclass for PID error correction.
BulletSim: angularMotorUp working again (seems a little slow as it takes longer than timescale to correct, but getting better). Disabled angularDeflection (need to resolve interactions between angular corrections). Update TODO list.