Commit message (Collapse) | Author | Files | Lines | ||
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2012-08-07 | use a bit more complex mesh key identifier, plus a bug fix | UbitUmarov | 1 | -0/+12 | |
2012-08-06 | ** DANGER someone should stress test more ** release unused physics meshs, ↵ | UbitUmarov | 2 | -0/+4 | |
including unmanaged memory allocations (allocated by managed code) | |||||
2012-08-01 | Create the ability for physics modules to request assets on demand by | Melanie | 1 | -0/+5 | |
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. | |||||
2012-07-15 | messing around... Let terrain and water have nullphysicsactors, let | UbitUmarov | 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. ... | |||||
2012-05-31 | Add an optional mechanism for physics modules to collect and return ↵ | Justin Clark-Casey (justincc) | 1 | -0/+14 | |
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. | |||||
2012-05-27 | Let OOB information usable outside ubitode | UbitUmarov | 1 | -1/+28 | |
2012-05-19 | add colliders relative velocity projected in collision direction to ↵ | UbitUmarov | 1 | -0/+2 | |
collisions report information. | |||||
2012-04-16 | ubitODE + physmanager: - Revised use of ODE collisions categories and ↵ | UbitUmarov | 2 | -0/+46 | |
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. | |||||
2012-03-21 | Tell physics about physics shape when creating. Added some virtual methods ↵ | UbitUmarov | 2 | -0/+14 | |
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 ) | |||||
2012-03-21 | let convex be a parameter to createMesh so it can be used. Was forced to add ↵ | UbitUmarov | 2 | -0/+6 | |
it also to original mesher code and zeromesher | |||||
2012-03-11 | more phantom physics ( chODE and a fix in manager physicsactor | UbitUmarov | 1 | -1/+1 | |
2012-03-11 | initial steps to support physical phantoms | UbitUmarov | 2 | -3/+8 | |
2012-03-05 | update ubitOde | UbitUmarov | 1 | -1/+3 | |
2012-03-04 | update UbitOde | UbitUmarov | 1 | -2/+3 | |
2012-02-18 | changed how vehicle data is stored and passed to physics. use unsafe in ↵ | UbitUmarov | 2 | -3/+47 | |
serializer, tried to control m_dupeInProgress | |||||
2012-02-18 | On Windows automatically load the correct native ODE library depending on ↵ | Justin Clark-Casey (justincc) | 1 | -1/+2 | |
whether the process is 32-bit or 64-bit In theory, this means that a 64-bit Windows OS user can now run OpenSim.exe with ODE and use more than 2 (or 3) GB of memory. However, this is completely untested since I don't currently own a 64-bit Windows box. Feedback appreciated. Using OpenSim.32BitLaunch.exe should continue to work. Other platforms are unaffected. This will currently not work with sqlite - I will add that too if this works. | |||||
2012-02-17 | Added simple binary serializer/deserializer to chODE. 100% untested and most ↵ | UbitUmarov | 2 | -0/+12 | |
like still broken | |||||
2012-02-11 | Use mesh to estimate real center of prims if avaiable. Let sculpt map ↵ | UbitUmarov | 1 | -0/+1 | |
textures with alpha channel work. On linux J2DecodeCache folder must be deleted to remove bad entries. Corrently this can't be cached on linux (mono/ cairo/? problem) | |||||
2012-02-08 | changes in physics manager, needed for UbitODE | UbitUmarov | 2 | -1/+28 | |
2011-12-20 | Remove unused SetAcceleration and add set on Acceleration parameter | Dan Lake | 1 | -1/+2 | |
2011-12-20 | Remove unused SetAcceleration and add set on Acceleration parameter | Dan Lake | 1 | -1/+2 | |
2011-11-25 | remove some mono compiler warnings | Justin Clark-Casey (justincc) | 1 | -1/+1 | |
2011-11-22 | Comment out uncalled OdeScene.UnCombine() | Justin Clark-Casey (justincc) | 1 | -8/+2 | |
2011-11-21 | Have ODECharacter and ODEPrim both use PhysicsActor.Name instead of ↵ | Justin Clark-Casey (justincc) | 1 | -0/+9 | |
maintaining their own properties | |||||
2011-11-21 | Actually remove PhysicsActor.SOPDescription this time | Justin Clark-Casey (justincc) | 1 | -1/+3 | |
2011-11-16 | Stop OdePrim and OdeCharacter insanely overriding set LocalID to set their ↵ | Justin Clark-Casey (justincc) | 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 | |||||
2011-10-27 | Fix a bug I introduced yesterday in ODE physics where prim scripts would ↵ | Justin Clark-Casey (justincc) | 1 | -0/+2 | |
only receive the very first collision. | |||||
2011-10-25 | Remove unused fields from CollisionEventUpdate | Justin Clark-Casey (justincc) | 1 | -24/+6 | |
2011-10-25 | Get rid of the pointless null checks on collision listeners. Add warning ↵ | Justin Clark-Casey (justincc) | 1 | -0/+6 | |
about synchronicity for PhysicsActor.OnCollisionUpdate event doc | |||||
2011-10-25 | When sending object collision updates, don't null out and recreate the ↵ | Justin Clark-Casey (justincc) | 1 | -0/+5 | |
CollisionEventUpdate() if the number of collisions falls to zero. Reuse the existing one instead. | |||||
2011-10-25 | For ScenePresence collision events, instead of creating a new ↵ | Justin Clark-Casey (justincc) | 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. | |||||
2011-10-18 | Store scene identifier passed in to OdeScene for later debug messages | Justin Clark-Casey (justincc) | 1 | -0/+5 | |
2011-10-15 | refactor: make methods that do not need to be public in ODE private or ↵ | Justin Clark-Casey (justincc) | 1 | -1/+0 | |
internal to aid code reading/analysis. Remove some unused method arguments | |||||
2011-10-14 | Extract NullPhysicsScene from PhysicsScene to improve code readability | Justin Clark-Casey (justincc) | 2 | -88/+125 | |
2011-10-13 | More method doc and formatting changes. Makes DestroyOdeStructures() private | Justin Clark-Casey (justincc) | 1 | -2/+23 | |
2011-10-13 | refactor: move 3x copy/pasted ode structure removal code in ODECharacter ↵ | Justin Clark-Casey (justincc) | 1 | -1/+22 | |
into a DestroyOdeStructures() method also adds some method doc | |||||
2011-08-28 | Add level of detail specification to optionally reduce the number of ↵ | Robert Adams | 1 | -0/+11 | |
vertices in generated prim meshes Signed-off-by: BlueWall <jamesh@bluewallgroup.com> | |||||
2011-08-18 | BulletSim: add runtime setting of physics parameters. Update default values. | Robert Adams | 1 | -0/+73 | |
2011-08-01 | refactor: centralize prim geom removal code from four places to one | Justin Clark-Casey (justincc) | 1 | -0/+4 | |
2011-07-20 | Removed unused AddPrimShape methods in PhysicsScene caused by merge conflicts | Dan Lake | 1 | -14/+0 | |
2011-07-15 | Fix some local id issues in physics glue | root | 1 | -12/+7 | |
2011-07-15 | Fox some local id issues in physics glue | Melanie | 1 | -12/+7 | |
2011-07-15 | Revert "Add localid support to ch0de properly" | Melanie | 1 | -7/+12 | |
This reverts commit bb402d0d95c934fbcd8b1c03e228ec1d0a14f14d. | |||||
2011-07-15 | Add localid support to ch0de properly | Tom | 1 | -12/+7 | |
2011-07-12 | Port implementation of llCastRay() from Aurora. | Justin Clark-Casey (justincc) | 1 | -1/+23 | |
I haven't been able to test this since the viewer won't parse the llCastRay() function. Maybe some activation cap is missing. Could wait until it is activated by default in the viewer. | |||||
2011-07-08 | minor: commented out log lines for future use and very small code tidy | Justin Clark-Casey (justincc) | 1 | -1/+4 | |
2011-06-15 | Add localID to physical object creation functions. | Mic Bowman | 2 | -1/+21 | |
2010-09-26 | Merge Master | Melanie | 2 | -3/+4 | |
2010-09-26 | adding configurable j2kDecodeCache path | BlueWall | 2 | -3/+4 | |
allowing the decoded sculpt map cache path to be defined in the configuration files. Use DecodedSculpMapPath in the [Startup] section to set the path. The default is still ./bin/j2kDecodeCache | |||||
2010-02-14 | Revolution is on the roll again! :) | Revolution | 2 | -2/+16 | |
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> |