Commit message (Collapse) | Author | Age | Files | Lines | ||
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* | mass update of urls in source code to new website | Sean Dague | 2007-09-10 | 5 | -5/+5 | |
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* | once more, without the debug statements (ODE multi-region fixes, various ↵ | dan miller | 2007-09-01 | 1 | -1/+1 | |
| | | | | debugging) | |||||
* | Corrected the namespace in OpenSim.Region.Physics.Manager, so now namespace ↵ | MW | 2007-08-28 | 4 | -4/+4 | |
| | | | | should equal project and directory. | |||||
* | Added RemovePrim method to the physics plugins interface. | MW | 2007-08-23 | 1 | -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. | |||||
* | Added danx0r's physics patch, although for now have disabled the lines in ↵ | MW | 2007-08-23 | 1 | -0/+1 | |
| | | | | Scene.cs, as any changes to prims (like size or position changes) are only updated to the physics engine when you restart opensim. Also prims aren't deleted from the physics engine. These shouldn't be hard to fix. | |||||
* | More prep work for adding prims to ODE physics | Brian McBee | 2007-08-19 | 1 | -0/+18 | |
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* | starting to add bits and pieces to physics prims that we will eventually ↵ | Brian McBee | 2007-08-18 | 1 | -2/+3 | |
| | | | | need for collisions. not hooked in yet. | |||||
* | * Reduced a significant number of compiler warnings (back down to 9 for all ↵ | Adam Frisby | 2007-07-24 | 1 | -2/+2 | |
| | | | | projects combined, all 'never used' things) | |||||
* | * More cleaning | Adam Frisby | 2007-07-19 | 1 | -0/+2 | |
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* | * working on RegionApplicationBase | lbsa71 | 2007-07-16 | 1 | -2/+2 | |
| | | | | | * Renamed PhysicsManager to PhysicsPluginManager because it is. | |||||
* | changed to native line ending encoding | Sean Dague | 2007-07-16 | 5 | -503/+503 | |
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* | * By popular demand, all generated build files are now deleted. Somebody ↵ | lbsa71 | 2007-07-08 | 2 | -159/+0 | |
| | | | | should make sure the wiki is updated. | |||||
* | A bit more work on Building tools/support. | MW | 2007-07-04 | 1 | -1/+1 | |
| | | | | | updated Axiom.MathLib.dll. | |||||
* | * Optimized usings (the 'LL ate my scripts' commit) | lbsa71 | 2007-07-03 | 5 | -25/+12 | |
| | | | | | * added some licensing info | |||||
* | Applied Darok's PhysicsVector ToString patch | MW | 2007-07-02 | 1 | -0/+5 | |
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* | * Fixed Issue #161 by using PhysicsScene.Null instead of BasePhysicsScene | lbsa71 | 2007-07-02 | 2 | -38/+38 | |
| | | | | | | | * Hid NullPhysicsScene for great justice * Fixed broken Grid build | |||||
* | Started change to having SceneObject and then that having child Primitives ↵ | MW | 2007-07-01 | 1 | -0/+8 | |
| | | | | which in turn have a Shape object (currently PrimitiveBaseShape). The plan is only for the SceneObject to interface with the physics engines. As a physics Entity should be able to have mulitple shapes connected to it. | |||||
* | Imported the scripting changes, so now should be up to date with sugilite. | MW | 2007-06-28 | 1 | -0/+47 | |
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* | *Updated prebuild.xml and ran prebuild again | mingchen | 2007-06-27 | 1 | -12/+0 | |
| | | | | | | *Removed .user, .suo, and unneccessary files in /bin/Physics/ *OpenSim.sln should compile with nant and on windows now | |||||
* | Some work on restructuring the namespaces / project names. Note this doesn't ↵ | MW | 2007-06-27 | 7 | -0/+627 | |
compile yet as not all the code has been changed to use the new namespaces. Am committing it now for feedback on the namespaces. |