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* Merge branch 'master' into careminsterMelanie2012-02-181-1/+2
|\ | | | | | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/Scene.Inventory.cs OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
| * On Windows automatically load the correct native ODE library depending on ↵Justin Clark-Casey (justincc)2012-02-181-1/+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.
| * Remove unused SetAcceleration and add set on Acceleration parameterDan Lake2011-12-201-1/+2
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* | Merge branch 'master' into careminsterMelanie2011-12-221-1/+2
|\ \ | | | | | | | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/ScenePresence.cs
| * | Remove unused SetAcceleration and add set on Acceleration parameterDan Lake2011-12-201-1/+2
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* | Merge branch 'master' into bigmergeMelanie2011-11-281-1/+1
|\ \ | |/ | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
| * remove some mono compiler warningsJustin Clark-Casey (justincc)2011-11-251-1/+1
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* | Merge branch 'master' into bigmergeMelanie2011-11-242-9/+14
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| * Comment out uncalled OdeScene.UnCombine()Justin Clark-Casey (justincc)2011-11-221-8/+2
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| * Have ODECharacter and ODEPrim both use PhysicsActor.Name instead of ↵Justin Clark-Casey (justincc)2011-11-211-0/+9
| | | | | | | | maintaining their own properties
| * Actually remove PhysicsActor.SOPDescription this timeJustin Clark-Casey (justincc)2011-11-211-1/+3
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* | Merge branch 'master' into bigmergeMelanie2011-11-171-6/+10
|\ \ | |/ | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
| * Stop OdePrim and OdeCharacter insanely overriding set LocalID to set their ↵Justin Clark-Casey (justincc)2011-11-161-6/+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
* | Merge branch 'master' into bigmergeMelanie2011-10-271-0/+2
|\ \ | |/ | | | | | | | | | | | | | | Conflicts: OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
| * Fix a bug I introduced yesterday in ODE physics where prim scripts would ↵Justin Clark-Casey (justincc)2011-10-271-0/+2
| | | | | | | | only receive the very first collision.
* | Merge branch 'master' into bigmergeMelanie2011-10-261-23/+24
|\ \ | |/ | | | | | | Conflicts: OpenSim/Framework/Watchdog.cs
| * Remove unused fields from CollisionEventUpdateJustin Clark-Casey (justincc)2011-10-251-24/+6
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| * Get rid of the pointless null checks on collision listeners. Add warning ↵Justin Clark-Casey (justincc)2011-10-251-0/+6
| | | | | | | | about synchronicity for PhysicsActor.OnCollisionUpdate event doc
| * When sending object collision updates, don't null out and recreate the ↵Justin Clark-Casey (justincc)2011-10-251-0/+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)2011-10-251-0/+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.
* | Merge commit '03202ada2918c0c0837e8de50e3a0436e4407c91' into bigmergeMelanie2011-10-251-0/+5
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| * Store scene identifier passed in to OdeScene for later debug messagesJustin Clark-Casey (justincc)2011-10-181-0/+5
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* | Merge commit 'f2132329a358db2c66c29501d35ef54eae8d6eed' into bigmergeMelanie2011-10-251-1/+0
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| * refactor: make methods that do not need to be public in ODE private or ↵Justin Clark-Casey (justincc)2011-10-151-1/+0
| | | | | | | | internal to aid code reading/analysis. Remove some unused method arguments
* | Merge commit '77c65951e06c1d309f2bc8f6d2451b2b9a82c9df' into bigmergeMelanie2011-10-252-88/+125
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| * Extract NullPhysicsScene from PhysicsScene to improve code readabilityJustin Clark-Casey (justincc)2011-10-142-88/+125
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* | Merge commit '20da04fd0c909a00c0cdc2585f242e95c868801a' into bigmergeMelanie2011-10-251-2/+23
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| * More method doc and formatting changes. Makes DestroyOdeStructures() privateJustin Clark-Casey (justincc)2011-10-131-2/+23
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* | Merge commit '227db07f2ff8a1ba840a0d3018bb242a34d6038f' into bigmergeMelanie2011-10-251-1/+22
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| * refactor: move 3x copy/pasted ode structure removal code in ODECharacter ↵Justin Clark-Casey (justincc)2011-10-131-1/+22
| | | | | | | | | | | | into a DestroyOdeStructures() method also adds some method doc
* | Resolve merge commits, stage 1Tom2011-09-043-12/+111
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| * Merge branch 'master' into bulletsimMic Bowman2011-08-291-0/+11
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| | * Add level of detail specification to optionally reduce the number of ↵Robert Adams2011-08-281-0/+11
| | | | | | | | | | | | | | | | | | vertices in generated prim meshes Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
| * | BulletSim: add runtime setting of physics parameters. Update default values.Robert Adams2011-08-181-0/+73
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| * refactor: centralize prim geom removal code from four places to oneJustin Clark-Casey (justincc)2011-08-011-0/+4
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| * Removed unused AddPrimShape methods in PhysicsScene caused by merge conflictsDan Lake2011-07-201-14/+0
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| * Fix some local id issues in physics glueroot2011-07-151-12/+7
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| * Port implementation of llCastRay() from Aurora.Justin Clark-Casey (justincc)2011-07-121-1/+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.
* | Fox some local id issues in physics glueMelanie2011-07-151-12/+7
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* | Revert "Add localid support to ch0de properly"Melanie2011-07-151-7/+12
| | | | | | | | This reverts commit bb402d0d95c934fbcd8b1c03e228ec1d0a14f14d.
* | Add localid support to ch0de properlyTom2011-07-151-12/+7
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* minor: commented out log lines for future use and very small code tidyJustin Clark-Casey (justincc)2011-07-081-1/+4
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* Add localID to physical object creation functions.Mic Bowman2011-06-152-1/+21
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* adding configurable j2kDecodeCache pathBlueWall2010-09-262-3/+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
* Revolution is on the roll again! :)Revolution2010-02-142-2/+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>
* Formatting cleanup. Add copyright headers.Jeff Ames2010-01-041-1/+1
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* Glue code for a couple of new LSL function implementationsMelanie2009-12-221-2/+12
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* * Adds Normal to the fields returned by the Physics RaycasterTeravus Ovares (Dan Olivares)2009-12-051-2/+2
| | | | | | | | * Fixes recognizing when a sit target is and isn't set. * * 1. Vector3.Zero. * * 2. Orientation: x:0, y:0, z:0, w:1 - ZERO_ROTATION * * (or) Orientation: x:0, y:0, z:0, w:0 - Invalid Quaternion * * (or) Orientation: x:0, y:0, z:1, w:0 - Invalid mapping, some older objects still exist with it
* * Log progress messages when loading OAR files with a lot of assetsJohn Hurliman2009-10-291-8/+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
* Move the calculation of time dilation from the scene to the physics engine. ↵John Hurliman2009-10-271-0/+5
| | | | The scene is still the one reporting dilation so this does not break the API or remove flexibility, but it gets the calculation happening in the right place for the normal OpenSim usage. The actual calculation of physics time dilation probably needs tweaking