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path: root/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs (unfollow)
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2012-04-16chODE: if character velocity > 50m/s apply breaks. In free fall this will ↵UbitUmarov1-1/+10
give a terminal velocity +- 60m/s
2012-04-16 chODE bug fixUbitUmarov1-7/+9
2012-04-14Use chode character actor.SetMomentum() to force full restore Velocity in ↵UbitUmarov1-1/+19
scenepresence TeleportWithMomentum(), since actor.Velocity was selected by original coders as the input of a desired velocity (even 'forces') that is modified by character conditions, like not changing velocity.Z if it is in free fall.
2011-12-24Add setter for Acceleration on physics objects.Melanie1-0/+1
2011-01-28Comment a very spammy debug message that was being output directly to console.Melanie1-1/+1
My last fox that makes bumping into sim borders/bans work makes this spam endlessly.
2010-12-03Fix spurious Av move when clothing item worn or removed.Kitto Flora1-1/+1
2010-09-25Experimental locking of taint processingMelanie1-76/+80
2010-09-06Falling animation fix, comment out instrumentation.Kitto Flora1-6/+15
2010-09-02Fixes to JUMP system.Kitto Flora1-2/+5
2010-07-13Rewrite collision dictionary handling, cleans up deleted obects/avs. Fixes ↵Kitto Flora1-19/+71
occasional collision event failure. ChOde only.
2010-05-07Fix Mouse+WASD makes Av rise; Fix PREJUMP.Kitto Flora1-9/+21
2010-04-29Fix Av jump motion S/WKitto Flora1-2/+2
2010-01-21Add glue for llSetVehicleFlags(), llRemoveVehicleFlags(). ChODE: Add ↵Kitto Flora1-0/+10
associated methods.
2009-12-22Include ChOdePluginKitto Flora1-18/+5
2009-12-22Glue code for a couple of new LSL function implementationsMelanie1-0/+9
2009-12-05* Fixes mantis 4416. Animator is dereferenced on logoutTeravus Ovares (Dan Olivares)1-1/+4
2009-10-29* Log progress messages when loading OAR files with a lot of assetsJohn Hurliman1-2/+2
* Change the PhysicsCollision callback for objects to send full contact point information. This will be used to calculate the collision plane for avatars * Send the physics engine velocity in terse updates, not the current force being applied to the avatar. This should fix several issues including crouching through the floor and walking through walls
2009-10-26Experimental change of PhysicsVector to Vector3. UntestedJohn Hurliman1-61/+52
2009-10-26Add llRotLookat pt1.KittoFlora1-0/+22
2009-10-20* Removing ODEPrim and ODECharacter GetHashCode() overrides since they were ↵John Hurliman1-5/+0
based on something that could change * Tweaked a few other GetHashCode() overrides to bring them in line with MSDN recommendations
2009-10-18A bit of instrumentation to figure out what's going on with physics actors.Diva Canto1-1/+8
2009-10-16* One more tweak to inform the user that they may not be able to move until ↵Teravus Ovares (Dan Olivares)1-1/+1
relogging.
2009-10-16* After seeing it repeat over and over again.. again, We won't inform the ↵Teravus Ovares (Dan Olivares)1-1/+1
scenepresence that there was an issue so it doesn't try to make the capsule again. I have a feeling that this is some kind of object leak. We'll know for sure.. soon.
2009-10-16* One more attempt at the NullRef In The OdePlugin. This might fix it, but ↵Teravus Ovares (Dan Olivares)1-1/+1
it will definitely get us closer to the root cause.
2009-10-16* Added a message for when the null reference exception occurs to make ↵Teravus Ovares (Dan Olivares)1-3/+4
debugging easier. Without this, from the user's perspective.. they cannot move, fly or otherwise do anything physical and without a message on the console, it would be hard to tell that this is what is occurring.
2009-10-16* A hacky attempt at resolving mantis #4260. I think ODE was unable to ↵Teravus Ovares (Dan Olivares)1-2/+22
allocate memory, and therefore the unmanaged wrapper call fails or worse.. there's some unmanaged resource accounting in the ODEPlugin for ODECharacter that isn't being done properly now. * The broken avatar may not be able to move, but it won't stop simulate from pressing on now. And, the simulator will try to destroy the avatar's physics proxy and recreate it again... but if this is what I think it is, it may not help.
2009-10-10* comment out the velocity test, using updates every 500 ms as set in ↵Teravus Ovares (Dan Olivares)1-0/+3
ScenePresence.AddToPhysicalScene. * This causes time to be counted in ODECharacter and, when a collision occurs, the physics scene will report the collisions only if the the difference of last time it reported the collisions from now was more then the set ms. * This is cool because the time accrues while collisions are not taking place and when they do take place again, you get an immediate update.
2009-10-10* Make ODECharacter respect the scene's requested collision update timeTeravus Ovares (Dan Olivares)1-2/+13
* Set the Scene collision update time to 500 ms
2009-09-18Alternate algorithm for fixing avatar capsule tilt (Mantis #2905)nlin1-60/+72
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.
2009-09-02Thank you, dslake, for a set of patches to improve OpenSim startupMelanie1-0/+5
and idle performance.
2009-08-26Formatting cleanup, minor refactoring.Jeff Ames1-4/+0
2009-08-18* Some Physics Scene Changes to prepare for larger regionsTeravus Ovares (Dan Olivares)1-3/+3
2009-08-07This is the second part of the 'not crash on regionsize changes'. This ↵Teravus Ovares (Dan Olivares)1-1/+1
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* Remove hard coded 256 limitations from various places. There's no more ↵Teravus Ovares (Dan Olivares)1-2/+2
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
2009-07-16Revert the nonessential part of r10033 to restore sanity to trampolinesMelanie Thielker1-4/+6
2009-07-16* Tweaking collision reporting a little more in ScenePresence to not check ↵Teravus Ovares1-2/+2
if the collisions will affect health if the avatar is invulnerable. (saves 3 loops)
2009-07-15Fix for avatar falling through terrain when av_capsule_tilted=false, Mantis ↵nlin1-8/+78
#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.
2009-07-14Thank you, Twitch, for a patch to restore mayhem and murder to OpenSimMelanie Thielker1-6/+6
Fixes Mantis #3888
2009-07-08Experimental fix for tilted avatar capsule, Mantis #2905nlin1-7/+26
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.
2009-06-25- fixes a "collection out of sync" exception in the ODE physicsDr Scofield1-3/+9
engine, caused by an "avatar infinite position" occurring under heavy load. - fixes "value too small" exception in ChatModule
2009-06-10Formatting cleanup.Jeff Ames1-2/+2
2009-06-01Minor: Change OpenSim to OpenSimulator in older copyright headers and ↵Jeff Ames1-1/+1
LICENSE.txt.
2009-04-19* Rudimentary angular motor implementation for the LSL Vehicle APITeravus Ovares1-1/+5
2009-04-14* Commit a variety of fixes to bugs discovered while trying to fix the NaN ↵Teravus Ovares1-11/+100
singularity. * WebStatsModule doesn't crash on restart. GodsModule doesn't crash when there is no Dialog Module. LLUDPServer doesn't crash when the Operation was Aborted. * ODEPlugin does 'Almost NaN' sanity checks. * ODEPlugin sacrifices NaN avatars to the NaN black hole to appease it and keep it from sucking the rest of the world in.
2009-04-07* Added finite testing to the character and object constructorTeravus Ovares1-4/+17
2009-04-07* Added a routine to check if a PhysicsVector and Quaternion is finiteTeravus Ovares1-25/+65
* Now validating input to the Physics scene and warning when something is awry. * This should help nail down that Non Finite Avatar Position Detected issue.
2009-03-30* Fixing thread safety of avatar adding and removing from the Physics Scene ↵Teravus Ovares1-1/+3
in the ODEPlugin * This may help one of the symptoms or mantis 3363 , however it probably won't solve the occasional NonFinite Avatar Position detected.. issues that some people see. That is probably an entirely different issue(NaN).
2009-03-07* Making the minimum ground offset for flying a configurable offset in the ↵Teravus Ovares1-5/+8
OpenSim.ini. This is the code that causes you to rise off the ground when you press the fly button and attempts to keep you above ground automatically when flying in a simulator. * minimum_ground_flight_offset, by default is 3 meters, as per Kitto Flora See OpenSim.ini.example for an example.
2009-03-06Fixes Mantis #3260. Thank you kindly, MCortez for a patch that:Charles Krinke1-0/+7
llSetHoverHeight() should not clamp the x/y position of an object the way MoveTo does, and it should recalculate the absolute height to hover at as an object moves to reflect the current ground/water height under it. Correctly implementing required adjusting the Physics interfaces and implementing at the physics plug-in level. The attached is a patch that correctly implements llSetHoverHeight() including updates to the ODE physics plug-in.
2009-02-22Mantis#3218. Thank you kindly, TLaukkan (Tommil) for a patch that:Charles Krinke1-1/+1
* Added log4net dependency to physxplugin in prebuild.xml. * Added missing m_log fields to classes. * Replaced Console.WriteLine with appropriate m_log.Xxxx * Tested that nant test target runs succesfully. * Tested that local opensim sandbox starts up without errors.