Commit message (Collapse) | Author | Age | Files | Lines | |
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* | Merge branch 'master' into careminster | Melanie | 2013-02-08 | 1 | -1/+1 |
|\ | | | | | | | | | Conflicts: OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs | ||||
| * | Add some more code from Avination. This changes physics actor stuff around | Melanie | 2013-02-07 | 1 | -3/+7 |
| | | | | | | | | to work with the new params. Not actually plumbed just yet. | ||||
| * | Revert "Add plumbing for physics properties to get to the physics engine." | Melanie | 2013-02-07 | 1 | -5/+0 |
| | | | | | | | | This reverts commit c658fa1c0dd83f23c66ccfedb12e8ab02ff01d0a. | ||||
| * | Add plumbing for physics properties to get to the physics engine. | Robert Adams | 2013-02-07 | 1 | -0/+5 |
| | | | | | | | | Addition of entries to PhysicsActor and setting code in SceneObjectPart. | ||||
* | | Merge branch 'avination' into careminster | Melanie | 2012-12-18 | 1 | -0/+17 |
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| * | | *TESTP unscripted sit: missing files | UbitUmarov | 2012-12-17 | 1 | -0/+1 |
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| * | | missing file | UbitUmarov | 2012-12-11 | 1 | -0/+9 |
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| * | | *TEST* Use new avatar size in ubitODE. | UbitUmarov | 2012-12-07 | 1 | -0/+5 |
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| * | | avatar collision plane send to viewer is only relative to feet. change | UbitUmarov | 2012-12-05 | 1 | -0/+2 |
| | | | | | | | | | | | | avatar collider, just rounding the boxes, etc | ||||
* | | | Merge branch 'master' into careminster | Melanie | 2012-12-16 | 1 | -5/+8 |
|\ \ \ | |/ / |/| / | |/ | | | | | Conflicts: OpenSim/Region/Framework/Scenes/SceneObjectPart.cs OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs | ||||
| * | Return the last set targetVelocity rather than the current velocity as the ↵ | Robert Adams | 2012-12-13 | 1 | -5/+8 |
| | | | | | | | | default action made available in PhysicsActor.TargetVelocity. Doesn't change any physics operation but makes DSG work better as the targetVelocity value does not keep moving around. | ||||
* | | Merge branch 'master' into careminster | Melanie | 2012-11-01 | 1 | -0/+6 |
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| * | Add TargetVelocity to PhysicsActor interface to support distributed physics. ↵ | Dan Lake | 2012-10-31 | 1 | -0/+6 |
| | | | | | | | | No change to existing functions. | ||||
| * | Remove unused SetAcceleration and add set on Acceleration parameter | Dan Lake | 2011-12-20 | 1 | -1/+2 |
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* | | bug fix + make costs visible for testing | UbitUmarov | 2012-10-07 | 1 | -0/+17 |
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* | | messing around... Let terrain and water have nullphysicsactors, let | UbitUmarov | 2012-07-15 | 1 | -95/+48 |
| | | | | | | | | | | | | | | nullphyscisactors have a type water, ground or unknown (default). having this removed geom to name mapping no longer needed. Made some more methods comum to prims and characters acessible via PhysActor allowing for a more uniform access. ... | ||||
* | | Let OOB information usable outside ubitode | UbitUmarov | 2012-05-27 | 1 | -1/+28 |
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* | | add colliders relative velocity projected in collision direction to ↵ | UbitUmarov | 2012-05-19 | 1 | -0/+2 |
| | | | | | | | | collisions report information. | ||||
* | | ubitODE + physmanager: - Revised use of ODE collisions categories and ↵ | UbitUmarov | 2012-04-16 | 1 | -0/+6 |
| | | | | | | | | bits(flags) for better use as filters together with top spaces (for example physical prims are on topactivespace and not physical are on topstaticspace) - Added new world raycast with filters. This blocks calling thread with a timeout of 500ms waiting for heartbeat ode thread signal job done. - Don't let ode bodies being disabled for 2 long except for vehicles. This is necessary to detect when the object is at rest at top of other and that is removed. Assume that vehicles can be enabled by used action. | ||||
* | | Tell physics about physics shape when creating. Added some virtual methods ↵ | UbitUmarov | 2012-03-21 | 1 | -0/+7 |
| | | | | | | | | to get/set density,gravmod, frition,bounce and shape type ( not in use ). UbitOde now should do convex type on creation or everytime the mesh is changed ( as in change size, shape, etc ) | ||||
* | | more phantom physics ( chODE and a fix in manager physicsactor | UbitUmarov | 2012-03-11 | 1 | -1/+1 |
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* | | initial steps to support physical phantoms | UbitUmarov | 2012-03-11 | 1 | -0/+2 |
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* | | update ubitOde | UbitUmarov | 2012-03-05 | 1 | -1/+3 |
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* | | update UbitOde | UbitUmarov | 2012-03-04 | 1 | -2/+3 |
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* | | changed how vehicle data is stored and passed to physics. use unsafe in ↵ | UbitUmarov | 2012-02-18 | 1 | -2/+3 |
| | | | | | | | | serializer, tried to control m_dupeInProgress | ||||
* | | Added simple binary serializer/deserializer to chODE. 100% untested and most ↵ | UbitUmarov | 2012-02-17 | 1 | -0/+6 |
| | | | | | | | | like still broken | ||||
* | | changes in physics manager, needed for UbitODE | UbitUmarov | 2012-02-08 | 1 | -0/+19 |
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* | | Remove unused SetAcceleration and add set on Acceleration parameter | Dan Lake | 2011-12-20 | 1 | -1/+2 |
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* | Have ODECharacter and ODEPrim both use PhysicsActor.Name instead of ↵ | Justin Clark-Casey (justincc) | 2011-11-21 | 1 | -0/+9 |
| | | | | maintaining their own properties | ||||
* | Actually remove PhysicsActor.SOPDescription this time | Justin Clark-Casey (justincc) | 2011-11-21 | 1 | -1/+3 |
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* | Stop OdePrim and OdeCharacter insanely overriding set LocalID to set their ↵ | Justin Clark-Casey (justincc) | 2011-11-16 | 1 | -6/+10 |
| | | | | | | | own private m_localID property but leaving get to return the then unset PhysicsActor.LocalId! Instead, just have both subclasses use the PhysicsActor.LocalID property. This restores collision functionality that fell away in 45c7789 yesterday | ||||
* | Fix a bug I introduced yesterday in ODE physics where prim scripts would ↵ | Justin Clark-Casey (justincc) | 2011-10-27 | 1 | -0/+2 |
| | | | | only receive the very first collision. | ||||
* | Remove unused fields from CollisionEventUpdate | Justin Clark-Casey (justincc) | 2011-10-25 | 1 | -24/+6 |
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* | Get rid of the pointless null checks on collision listeners. Add warning ↵ | Justin Clark-Casey (justincc) | 2011-10-25 | 1 | -0/+6 |
| | | | | about synchronicity for PhysicsActor.OnCollisionUpdate event doc | ||||
* | When sending object collision updates, don't null out and recreate the ↵ | Justin Clark-Casey (justincc) | 2011-10-25 | 1 | -0/+5 |
| | | | | CollisionEventUpdate() if the number of collisions falls to zero. Reuse the existing one instead. | ||||
* | For ScenePresence collision events, instead of creating a new ↵ | Justin Clark-Casey (justincc) | 2011-10-25 | 1 | -0/+8 |
| | | | | | | CollisionEventsThisFrame every time we need to send some new ones, reuse the existing one instead. This assumes that the listener is using the data synchronously, which is currently the case. | ||||
* | More method doc and formatting changes. Makes DestroyOdeStructures() private | Justin Clark-Casey (justincc) | 2011-10-13 | 1 | -2/+23 |
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* | Add localID to physical object creation functions. | Mic Bowman | 2011-06-15 | 1 | -1/+6 |
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* | Revolution is on the roll again! :) | Revolution | 2010-02-14 | 1 | -0/+6 |
| | | | | | | | | Fixes: Undo, T-pose of others on login, modifiedBulletX works again, feet now stand on the ground instead of in the ground, adds checks to CombatModule. Adds: Redo, Land Undo, checks to agentUpdate (so one can not fall off of a region), more vehicle parts. Finishes almost all of LSL (1 function left, 2 events). Direct flames and kudos to Revolution, please Signed-off-by: Melanie <melanie@t-data.com> | ||||
* | Formatting cleanup. Add copyright headers. | Jeff Ames | 2010-01-04 | 1 | -1/+1 |
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* | Glue code for a couple of new LSL function implementations | Melanie | 2009-12-22 | 1 | -2/+12 |
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* | * Log progress messages when loading OAR files with a lot of assets | John Hurliman | 2009-10-29 | 1 | -8/+21 |
| | | | | | * 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 | ||||
* | Experimental change of PhysicsVector to Vector3. Untested | John Hurliman | 2009-10-26 | 1 | -43/+43 |
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* | Minor: Change OpenSim to OpenSimulator in older copyright headers and ↵ | Jeff Ames | 2009-06-01 | 1 | -1/+1 |
| | | | | LICENSE.txt. | ||||
* | * Allow passing of material type to physics engine | Teravus Ovares | 2009-04-20 | 1 | -0/+10 |
| | | | | | * Define low friction and medium bounce for Glass | ||||
* | Fixes Mantis #3260. Thank you kindly, MCortez for a patch that: | Charles Krinke | 2009-03-06 | 1 | -1/+25 |
| | | | | | | | | | | 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. | ||||
* | Reverts patch from tuco/mikkopa/sempuki mantis #3072 | Teravus Ovares | 2009-02-08 | 1 | -3/+0 |
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* | Change access levels from private to protected to facilitate | Mike Mazur | 2009-02-03 | 1 | -0/+3 |
| | | | | | | subclassing; also add new method signatures. Thanks tuco and mikkopa. Fix Mantis #3072. | ||||
* | * More NINJA Joint physics fixes from nlin. | Teravus Ovares | 2008-12-28 | 1 | -2/+2 |
| | | | | | fixes mantis #2874 | ||||
* | * Fixes mantis #2922 | Teravus Ovares | 2008-12-27 | 1 | -2/+2 |
| | | | | | * Converts some C# 3.0 syntax into it's 2.0 equivalent so that Visual Studio 2005 can compile it successfully. |