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path: root/OpenSim/Region/Physics/Manager/PhysicsScene.cs (follow)
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* *Huge* structural changes in ODE/OdePrim to get all of the calls in ↵Teravus Ovares2007-11-201-0/+4
| | | | | | | threadlocked code. ODEPrim was almost completely re-written. Copy/Space test needed.
* * Moves the Meshmerizer to a separate pluginTeravus Ovares2007-11-101-1/+10
| | | | | | * Experimental. Linux Prebuild needs testing. * One more update after this to remove the ODEMeshing directory....
* Changes in BulletXPlugin: Added new class BulletXActor class inherits from ↵darok2007-11-031-3/+9
| | | | PhysicsActor and it's the ancestor for BulletXCharacter and BulletXPrim.Physical modifications: Changes for pass the value of Physical flag in the SceneObjectPart class to the Physics engines. New call for AddPrimShape so it has a new parameter called "isPhysical". The old call will be obselete soon (i believe). PhysActor and its descendants have a new property called IsPhysical. By the way no new special funcionallity added. It's more like preparing the way for new modifications.
* * Optimized usingslbsa712007-10-301-16/+10
| | | | | | * Shortened type references * Removed redundant 'this' qualifier
* as per the "Filesystem cleanup for OpenSim repository" mailing list thread. ↵MW2007-10-291-1/+1
| | | | | | | Have flattened the OpenSim.Framework project/namespace. The problem is that the namespace is still wrong as its "OpenSim.Framework" while the directory is "OpenSim\Framework\General" , so we need to decide if we change the directory or correct the namespace. Note this has lead to a big flat project, but I think a lot of the files we most likely don't even use any longer. And others belong in other projects/namespaces anyway.
* Hollow prims (box only), thanks Gerard! Enjoydan miller2007-09-291-3/+11
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* mass update of urls in source code to new websiteSean Dague2007-09-101-1/+1
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* Corrected the namespace in OpenSim.Region.Physics.Manager, so now namespace ↵MW2007-08-281-1/+1
| | | | should equal project and directory.
* Added RemovePrim method to the physics plugins interface.MW2007-08-231-0/+7
| | | | | | | | Implemented that method in ODE plugin. Hooked it up so when deleting/taking prims into your inventory they will be removed from physics engine. Enabled the other physics hook ups in Scene.cs (and also added registering prims with physics plugin when they are rezzed from Inventory.) So now to get the avatar to prim collision testing working, just change to use the ODE plugin (in the OpenSim.ini file, physics = OpenDynamicsEngine). Remember though ODE only really works (without problems) when running with a single region.
* starting to add bits and pieces to physics prims that we will eventually ↵Brian McBee2007-08-181-2/+3
| | | | need for collisions. not hooked in yet.
* changed to native line ending encodingSean Dague2007-07-161-110/+110
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* * Optimized usings (the 'LL ate my scripts' commit)lbsa712007-07-031-7/+4
| | | | | * added some licensing info
* * Fixed Issue #161 by using PhysicsScene.Null instead of BasePhysicsScenelbsa712007-07-021-37/+37
| | | | | | | * Hid NullPhysicsScene for great justice * Fixed broken Grid build
* Some work on restructuring the namespaces / project names. Note this doesn't ↵MW2007-06-271-0/+113
compile yet as not all the code has been changed to use the new namespaces. Am committing it now for feedback on the namespaces.