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path: root/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs (follow)
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* * Implements the torque/Rotational Impulse methods in the PhysicsAPI and the ↵Teravus Ovares2008-12-141-0/+11
| | | | | | | ODEPlugin and pipes them to their respective LSL method. * NBody will need to be updated, this is an API change. Torque property and AddAngularForce
* * Added Avatar minimum size in the ODEPlugin and a stern warning about ↵Teravus Ovares2008-12-141-0/+15
| | | | setting the capsule size too low in OpenSim.ini
* * Committing a slightly distilled version of nlin's ODECharacter race ↵Teravus Ovares2008-12-101-38/+96
| | | | | | | condition eliminator. * The modifications that I made were only so that it didn't require changes to the public physics api.
* * Gerhard's patch m2781. Does some initial work for setting up llVolumeDetect.Teravus Ovares2008-12-091-0/+4
| | | | | | * Warning! Physics API change. This means that the NBodySimulation needs to be updated! * PhysicsActor -> void SetVolumeDetect(int) needs to go into classes that use PhysicsActor as their base class.
* * minor: remove mono compiler warningsJustin Clarke Casey2008-11-141-1/+1
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* Thank you, idb, for a patch that fixes avatar height calculationMelanie Thielker2008-11-101-3/+4
| | | | | | Our feet will now be above ground
* * Fix an over compensation for bounciness on flat PrimitiveTeravus Ovares2008-10-171-1/+2
| | | | | | * Implement the linear impulse portion of llPushObject. We should have a lsl compatible implementation of that portion of the push. Angular.. well. still have yet to implement a torque accumulator. * llPushObject respects the region and parcel settings for Restrict Push, it also respects GodMode as is defined in the LSL spec.
* * Apply http://opensimulator.org/mantis/view.php?id=2401Justin Clarke Casey2008-10-161-0/+1
| | | | | | | * Removes spacers that are also separators in llParseString2List * Thanks idb
* * Releases the inter-region thread synchronization between physics in ODE on ↵Teravus Ovares2008-10-161-4/+4
| | | | | | | | the same instance. * If you are hosting many regions on a single instance, you will probably notice a decrease in region startup time and maybe a slight increase in performance. * Single regions won't notice anything different
* Implement the plumbing for llSetVehicleType from the LSLCharles Krinke2008-09-281-0/+6
| | | | | | subroutine down through the physics modules through PhysActor and SceneObjectPart. No connection to the physics simulators.
* Added the plumbing for llSetVehicleRotationParamCharles Krinke2008-09-281-0/+6
| | | | | | in the classes between the LSL implementation and the underlying physics engines.
* Plumb the connection though from llSetVehicleVectorParamCharles Krinke2008-09-281-3/+7
| | | | | | | to the various physics engines. No connection to the underlying physics simulator yet, just plumbing through the various classes.
* Plumb the connection through from llSetVehicleFloatParamCharles Krinke2008-09-281-0/+6
| | | | | | | to the various physics engines. No connection to the underlying physics simulator yet, just plumbing through the various classes.
* * This is the fabled LibOMV update with all of the libOMV types from JHurlimanTeravus Ovares2008-09-061-2/+1
| | | | | | | * This is a HUGE OMG update and will definitely have unknown side effects.. so this is really only for the strong hearted at this point. Regular people should let the dust settle. * This has been tested to work with most basic functions. However.. make sure you back up 'everything' before using this. It's that big! * Essentially we're back at square 1 in the testing phase.. so lets identify things that broke.
* Implements llSetForce() and llGetForce(). These are experimental and the ↵Dahlia Trimble2008-07-241-0/+1
| | | | units may not match the Linden implementation.
* dr scofield's warnings safari:Dr Scofield2008-06-271-8/+9
| | | | | | * commenting out unused variables
* * Adds Top Colliders when using ODE. Access it from the estate tools/debug tab.Teravus Ovares2008-05-251-0/+1
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* Formatting cleanup.Jeff Ames2008-05-161-31/+31
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* * Adds various tweakable avatar control options to the OpenSim.ini.example.Teravus Ovares2008-05-151-40/+24
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* * Added about half of the planned ODE physics options to OpenSim.ini.example.Teravus Ovares2008-05-151-1/+1
| | | | | * Some will do cool things, some will make your scene explode dramatically if you're not careful.
* * If you llApplyImpulse on an attachment, it applies impulse on the avatar, ↵Teravus Ovares2008-05-061-5/+16
| | | | not the attachment.
* * For your fragging desire, damage enabled land works, but watch out!, life ↵Teravus Ovares2008-05-031-1/+3
| | | | does not regenerate until you're dead!
* * Committing some collision stuffs that I'm working on.Teravus Ovares2008-05-031-0/+31
| | | | | * Nothing user facing yet.
* * Adds llSetStatus(STATUS_ROTATE_X | STATUS_ROTATE_Y | STATUS_ROTATE_Z,TF)Teravus Ovares2008-04-231-1/+8
| | | | | | | | * Currently if you apply that to only one or two axis you get unpredictable and sometimes explosive results. * Three axis works well enough to play with it anyway. More work is needed here. * Fixed an incorrectly named method in ODE.NET
* * Optimised using statements and namespace references across entire project ↵Adam Frisby2008-04-211-3/+3
| | | | (this took a while to run).
* * Fixed up some documentationTeravus Ovares2008-04-061-2/+2
| | | | | * Should help the sinking feeling when new avatar arrive in the scene.
* * Minor cleanupTeravus Ovares2008-03-301-1/+1
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* Comment out unused private methods.Jeff Ames2008-03-251-20/+21
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* * Adds llMoveToTarget and llStopMoveToTarget support to the ODEPlugin.Teravus Ovares2008-03-251-0/+3
| | | | | | | * It doesn't generate at_target events, because they don't exist yet in the script engine. * The Tau is different, however, compatible with scripts I tested. * Not perfect... but pretty good.
* Formatting cleanup.Jeff Ames2008-03-181-27/+26
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* * Preliminary work with the ODEPlugin to collect collision data.Teravus Ovares2008-03-141-0/+1
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* ODEPluginTeravus Ovares2008-03-101-0/+5
| | | | | | | | | * Added osSetPrimFloatOnWater(BOOL) to make Physical prim float at the water level. * osSetPrimFloatOnWater(TRUE); or osSetPrimFloatOnWater(FALSE); * By default, prim do not float at the water level. * More work is needed on the floating, but it's a start.
* * Added ODEPlugin Support for llSetBuoyancy. Set Buoyancy to 1 for space prim.Teravus Ovares2008-03-101-0/+7
| | | | | * Added WaterLevel support to the ODEPlugin. More on this later.
* * Four more warnings, etc etc.Adam Frisby2008-03-051-7/+0
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* * This is a very icky implementation of physical linkset prim using fixed ↵Teravus Ovares2008-03-021-0/+8
| | | | | | | | | joints. This will change quite drastically, however it's fun to play with. * To play with this you must link your prim before setting it physical, otherwise they won't link in the physics engine properly. This will also be fixed. * Currently the linked prim are extremely unstable because I have yet to implement combining of forces with the same normal. This will also be fixed. In fact, the whole PhysicsActor, ODEPrim relationship will be reworked to consider groups from the get-go. * This implementation is better then it crashing your sim, so I'm commiting it for now.
* * Added Support within the ODEPlugin for Selected. Which means that;Teravus Ovares2008-02-231-0/+20
| | | | | | | | * When you select a physical prim, it stops while you've got it selected. * When you move or alter a prim in some manner, it doesn't become collidable until you de-select it * When you select a prim, it doesn't become temporarily 'phantom' until you make some change to it while it's selected. (this prevents accidental selections in prim floor from causing it to go phantom on you(but don't move it or you'll fall)) * There's one major difference, and that's a physical object won't stop if you don't have permission to edit it. This prevents people who don't have edit permissions on a prim from stopping it while it's moving.
* Minor cleanup.Jeff Ames2008-02-201-1/+1
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* ODE: Tired of floating above the ground after crossing a border? Boy have I ↵Teravus Ovares2008-02-181-1/+2
| | | | got a solution for you! For a limited time, you can be the right height after border crossings automatically. Just three easy payments of $9.95 and make sure your neighbor is sending child agent updates!
* * Located and destroyed the weird velocity and rotation transfers. It ↵Teravus Ovares2008-02-171-2/+8
| | | | | | | | turned out to be that the Static PhysicsVector.Zero was transferring velocities between all non fixed objects. Not so static after all :(. Finding it was cruel and unusual punishment from the CLR. * Therefore, when you run through a pile of prim you won't see things rotate when they're not supposed to anymore. * Avatars don't float off either.
* * ODE Stability update 4 :D Teravus Ovares2008-02-151-2/+7
| | | | | | * Changed the way meshing requests get sent to the ODEPlugin * Numerous other fixes
* Cleaned up some typos.Jeff Ames2008-02-141-2/+2
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* * Bigish ODE stability Update. Run PrebuildTeravus Ovares2008-02-131-3/+9
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* * Removed a debug line that got called every frame.Teravus Ovares2008-02-131-1/+1
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* * Made physical prim stable enough for the general population to turn on. ↵Teravus Ovares2008-02-131-0/+5
| | | | | | | | | | (though I still don't recommend it for welcome regions unless object build is off. * Updated the ode.dll for windows with a more reasonable stack space reserve. Linux users will need to type ulimit -s 262144 before starting up OpenSimulator if using Physical Prim to protect against stack collisions. or run the included ./bin/opensim-ode.sh to start up OpenSimulator in ODE mode. * Added internal collision score and am keeping track of 'high usage' prim. * Tweaked collisions some more * Tested up to 460 physical prim in extremely close quarters (which was previously impossible in OpenSim). After 460 in tight quarters, physics slows down enough to make it hard to do any moving, however.. non physics things still work, such as logging on to the simulator, etc.
* Converted logging to use log4net.Jeff Ames2008-02-051-3/+5
| | | | | | Changed LogBase to ConsoleBase, which handles console I/O. This is mostly an in-place conversion, so lots of refactoring can still be done.
* * Experimental ODE Update to make ODE more stableTeravus Ovares2008-01-301-0/+6
| | | | | * WARNING: This update will break *nix support. Will be restored in the next revision
* * Implemented grab and throw in ODE. It's a little strong still so toss ↵Teravus Ovares2008-01-291-0/+11
| | | | gently at first to test the waters or you'll lose prim to the pit at the edge of the sim. Make sure the object is physical before trying to toss it or it'll just move to the new location.
* * This fixes the stair issue that Sdague reported on *nix. Be aware that if ↵Teravus Ovares2008-01-291-2/+11
| | | | you cross a border into a region, the new region doesn't know your height and therefore you're about a meter off the ground. If the region doesn't know your height, you won't be able to climb steps. If you're in that state, edit your appearance and the region will learn your height and you will again be able to climb steps.
* * Mostly ODE update. Things are a bit more behaved then the last ↵Teravus Ovares2008-01-281-9/+33
| | | | experimental update.
* * Highly experimental ODE_STEPSIZE = 0.025f - 1000 / 25 = 40fps - 10 ↵Teravus Ovares2008-01-271-10/+11
| | | | | | | | substeps with fallback to 5 substeps when things get slow * Just to give you an idea of the difference .. previous ODE_STEPSIZE was 0.005f - 1000/5 = 200fps - 10 substeps with fallback to 5 substeps when things get slow * *nix avatar may fall over again, *sorry*