| Commit message (Collapse) | Author | Age | Files | Lines |
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Util.cs routines to convert region coords to and from world coords or handles.
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Conflicts:
OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
OpenSim/Region/Framework/Scenes/Scene.cs
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Conflicts:
OpenSim/Framework/Servers/HttpServer/PollServiceRequestManager.cs
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
OpenSim/Region/Framework/Scenes/ScenePresence.cs
OpenSim/Region/Physics/Manager/PhysicsActor.cs
OpenSim/Region/Physics/Manager/PhysicsScene.cs
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into the physics check patch for now since physics doesn't properly return land for some reason (as tested by Nebadon)
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Conflicts:
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
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terrain until ode doesn't eat all stack. Add a pre-simulation method to do
pending actors changes (except mesh assets still not ready to use), to be
optionaly called before firing heartbeat. [UNTESTED]
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Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/Physics/Manager/PhysicsScene.cs
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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.
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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 )
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like still broken
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Conflicts:
OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
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This reverts commit bb402d0d95c934fbcd8b1c03e228ec1d0a14f14d.
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when avatar enters the new region.
This commit addresses the following issues were causing velocity to be set to 0 on the new region, disrupting flight in particular
* Full avatar updates contained no velocity information, which does appear to have some effect in testing.
* BulletSim was always setting the velocity to 0 for the new BSCharacter. Now, physics engines take a velocity parameter when setting up characters so we can avoid this.
This patch applies to both Bullet and ODE.
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physics engine.
Older physics engines will default to the legacy region size.
Update BulletSim to use the new region size information.
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and processing routines in BulletSim.
Add linkset rebuild/conversion routine in BSLinkset.
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on both""
Found that the vehicle movement problem was not caused by these physics changes.
This reverts commit 89857378ce79f93a265bc1eb151e17742032abfa.
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The changes don't seem to be ready for prime time.
This reverts commit 13a4a80b3893af13ab748c177b731fed813974ca.
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PhysicsScene and PhysicsActor.
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to work with the new params. Not actually plumbed just yet.
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the physics engines to return the name that is specified in the INI
file ("physics = XXX") as the type of engine.
This os function is a little different than the others in that it
does not throw an exception of one is not privilaged to use it.
It merely returns an empty string.
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Signed-off-by: Melanie <melanie@t-data.com>
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themselves. For that, the physics module simply calls RequestAssetMethod, which
in turn points to Scene.PhysicsRequestAsset. This gives physics access to
the asset system without introducing unwanted knowledge of the scene class.
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arbitrary stats.
If active, the physics module can return arbitrary stat counters that can be seen via the MonitoringModule
(http://opensimulator.org/wiki/Monitoring_Module)
This is only active in OdeScene if collect_stats = true in [ODEPhysicsSettings].
This patch allows OdeScene to collect elapsed time information for calls to the ODE native collision methods to assess what proportion of time this takes compared to total physics processing.
This data is returned as ODENativeCollisionFrameMS in the monitoring module, updated every 3 seconds.
The performance effect of collecting stats is probably extremely minor, dwarfed by the rest of the physics code.
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