Commit message (Collapse) | Author | Files | Lines | ||
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2011-07-15 | Fox some local id issues in physics glue | Melanie | 1 | -1/+2 | |
2011-07-15 | Revert "Add localid support to ch0de properly" | Melanie | 1 | -2/+1 | |
This reverts commit bb402d0d95c934fbcd8b1c03e228ec1d0a14f14d. | |||||
2011-07-15 | Add localid support to ch0de properly | Tom | 1 | -1/+2 | |
2011-01-20 | Fix drift of static prim. | Kitto Flora | 1 | -1/+13 | |
2011-01-04 | Revise Materials properties; Fix Double-Click Autopilot; Allow non-script ↵ | Kitto Flora | 1 | -90/+126 | |
sit positions >= 0.1M; Add llLookAt(); Comment out spammy bad adjacent sim message. | |||||
2010-12-11 | Fix border fence for physicals. Fix llRotLookAt() for Vehicles. | Kitto Flora | 1 | -151/+59 | |
2010-10-02 | Replace CalculateMass with a better, contributed version | Melanie | 1 | -243/+228 | |
2010-08-04 | Fixes fresh hollowed prim collision shape. | Kitto Flora | 1 | -3/+3 | |
2010-08-03 | Fix some more issues causing regions with corrupt sculpts to freeze. | Tom | 1 | -7/+20 | |
2010-08-03 | Catch a meshing exception caused by corrupt or missing sculpt maps, and mark ↵ | Tom | 1 | -2/+11 | |
the prim as "mesh failed" so it doesn't try meshing continuously | |||||
2010-07-16 | Fix llSetForecAndTorque([0]) stops linear motion. Mantis #187 | Kitto Flora | 1 | -0/+9 | |
2010-07-13 | Rewrite collision dictionary handling, cleans up deleted obects/avs. Fixes ↵ | Kitto Flora | 1 | -41/+26 | |
occasional collision event failure. ChOde only. | |||||
2010-06-08 | Fixed llMoveToTarget() and Rotation Lock/Enable (ChODE/ODEPrim only) | Kitto Flora | 1 | -51/+179 | |
2010-04-29 | Fix vertical attractor | Kitto Flora | 1 | -41/+43 | |
2010-04-11 | Fixed LINEAR_MOTOR Z drive, Mantis #30 | Kitto Flora | 1 | -23/+35 | |
2010-04-04 | ChODE Only: Corrected Heightmap load to iliminate crack at 255M. Added ↵ | kitto | 1 | -90/+112 | |
'fence' option to prevent physical objects crossing region border. | |||||
2010-03-19 | Update acceleration to 0 on no tphysical. | Kitto Flora | 1 | -1/+3 | |
2010-03-14 | RotLookAt repaired; debug msg cleanup. | Kitto Flora | 1 | -408/+144 | |
2010-03-12 | Fix Rotation Lock. NOTE: This version had poor border crossing control | Kitto Flora | 1 | -20/+18 | |
2010-03-11 | Dynamics Integration Part 1 | Kitto Flora | 1 | -938/+1634 | |
2010-03-04 | Fix Physics angular reference frame. | Kitto Flora | 1 | -21/+55 | |
2010-02-02 | AngMotor update 1 | Kitto Flora | 1 | -9/+10 | |
2010-01-21 | Add glue for llSetVehicleFlags(), llRemoveVehicleFlags(). ChODE: Add ↵ | Kitto Flora | 1 | -1/+11 | |
associated methods. | |||||
2009-12-31 | Vehicle Linear parameter adjustments | Kitto Flora | 1 | -4/+8 | |
2009-12-24 | Recover out-of-region objects during db load. | Kitto Flora | 1 | -1/+3 | |
2009-12-22 | Include ChOdePlugin | Kitto Flora | 1 | -4/+4 | |
2009-12-22 | Glue code for a couple of new LSL function implementations | Melanie | 1 | -0/+9 | |
2009-12-17 | Fix GetWorldRotation(), and a host of related Sit fixes. | Kitto Flora | 1 | -1/+5 | |
2009-12-03 | * Fixes the 10x10x10 hard physics limitation. (wierdly, you have to set ↵ | Teravus Ovares (Dan Olivares) | 1 | -0/+3 | |
this for each region in your Regions.ini[PhysicalPrimMax = 10(default)]) * Adds a configurable maximum object mass before the mass is clamped. Default is 10000.01. Configurable by changing maximum_mass_object in the [ODEPhysicsSettings] section. * Clamping the mass is important for limiting the amount of CPU an object can consume in physics calculations. Too high, and the object overcomes restitution forces by gravity alone. This generates more collisions potentially leading to 'deep think'. | |||||
2009-11-26 | * Fixes a case of d.BodyEnable with IntPtr.Zero passed as the parameter in ↵ | Teravus Ovares (Dan Olivares) | 1 | -1/+4 | |
linkset where EnableBody was called and the body is immediately disabled. The previous functionality assumed that a body was received in EnableBody but.. in some cases, it wasn't. | |||||
2009-11-22 | * Added missing lock to m_forcelist when AddForce is called. When a user ↵ | Teravus Ovares (Dan Olivares) | 1 | -3/+26 | |
dragged a prim, in some cases, it would corrupt the datatype in memory and throw spurious IndexOutOfRangeExceptions. * Physics a situation that causes physics to spew redline messages to the console forever. | |||||
2009-11-21 | * Fixes the second of two terse update issues. Physical objects should react ↵ | Teravus Ovares (Dan Olivares) | 1 | -0/+3 | |
normally again. | |||||
2009-11-21 | * Fixes one of two terse update issues. There's still one left, but this ↵ | Teravus Ovares (Dan Olivares) | 1 | -1/+9 | |
one fixes the situation where the object on the server is moving but no updates are being sent. | |||||
2009-11-19 | Clean up messages in ODE | KittoFlora | 1 | -3/+3 | |
2009-11-16 | Fix merge conflicts | KittoFlora | 1 | -7/+0 | |
2009-11-03 | minor: remove some mono compiler warnings | Justin Clark-Casey (justincc) | 1 | -1/+1 | |
2009-10-29 | * Log progress messages when loading OAR files with a lot of assets | John Hurliman | 1 | -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 | |||||
2009-10-27 | llRotLookAt Pt 2 | KittoFlora | 1 | -21/+34 | |
2009-10-26 | Experimental change of PhysicsVector to Vector3. Untested | John Hurliman | 1 | -137/+132 | |
2009-10-26 | No need to create dupe TriMeshData for ODE. A previous patch created a ↵ | Dan Lake | 1 | -6/+14 | |
dictionary to store unique meshes in Meshmerizer based on creation params. This patch contains a dictionary to map each of those unique meshes to its ODE TriMeshData. This eliminated hundreds of megabytes of memory consumption in the unmanaged heap when there are lots of the same prim (roof tiles, bricks, siding, decks, chairs, etc). The objects do not need to be physical to benefit from this patch. | |||||
2009-10-26 | Add llRotLookat pt1. | KittoFlora | 1 | -21/+62 | |
2009-10-22 | * Moved Copyrights above the comments in ODEPrim and ODEDynamics so they're ↵ | Teravus Ovares (Dan Olivares) | 1 | -14/+15 | |
consistent with the rest (and so chi11ken's auto copyright adding script doesn't duplicate the copyright. | |||||
2009-10-22 | Commented out instrumentation in ODEPrim.cs | KittoFlora | 1 | -0/+8 | |
2009-10-22 | Commented out instrumentation in ODEPrim.cs | KittoFlora | 1 | -0/+8 | |
2009-10-20 | * Removing ODEPrim and ODECharacter GetHashCode() overrides since they were ↵ | John Hurliman | 1 | -5/+0 | |
based on something that could change * Tweaked a few other GetHashCode() overrides to bring them in line with MSDN recommendations | |||||
2009-10-19 | Formatting cleanup. | Jeff Ames | 1 | -2/+2 | |
2009-10-12 | Optimize ODE mesh by removing sleep. On a region with 100,000 prims and ODE ↵ | unknown | 1 | -1/+1 | |
enabled, the first Heartbeat loop call to UpdatePhysics takes 20 minutes. 75% of that time is spent in this sleep. (100k prims * 10ms) | |||||
2009-10-05 | Eliminate pinned Mesh data on managed heap by using IntPtrs to memory ↵ | Dan Lake | 1 | -7/+6 | |
allocated on the unmanaged heap. This prevents fragmentation of the managed heap and the resulting stress on GC. A region with ~150,000 prims using ODE and Meshmerizer saw memory remain flat around 1.2GB as opposed to 1.5GB and continually growing due to pinned memory. This patch complements the unique mesh dictionary patch applied to Meshmerizer but is independent. The net effect is a 60-75% reduction in memory for our largest regions. | |||||
2009-09-30 | Commit initial version of KittoFlora's vehicle changes | opensim | 1 | -271/+323 | |
2009-09-24 | Meshmerizer stores dictionary of unique Meshes keyed on construction ↵ | Dan Lake | 1 | -14/+3 | |
parameters. CreateMesh() returns a Mesh from the dictionary or creates a new Mesh if it has not been created before. Meshes are never purged from the dictionary. The raw Mesh data is discarded once the memory is pinned for ODE use. All copies of the same prim/mesh use the same pinned memory. ONLY IMPLEMENTED AND TESTED WITH MESHMERIZER AND ODE Signed-off-by: dahlia <dahliaTrimble@gmailDotCom> |