Commit message (Collapse) | Author | Files | Lines | ||
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2015-08-20 | make it compatible with avn, no point making avn compatible with it | UbitUmarov | 1 | -5/+12 | |
2015-08-20 | update old git to os core version | UbitUmarov | 1 | -21/+23 | |
2013-07-08 | minor: remove some mono compiler warnings in OdePlugin | Justin Clark-Casey (justincc) | 1 | -1/+0 | |
2012-11-28 | Stop logging spurious asset data for {0} is zero length error for sculpts/mesh | Justin Clark-Casey (justincc) | 1 | -0/+5 | |
ODEPrim, for instance, always hits this code path twice at the moment Firstly before any sculpt data has been loaded (hence the spurious message) Secondly when any sculpt data has been loaded or failed to load (when the message would be valid). Hence comment this out and rely on the message in ODEPrim.MeshAssetReceived() instead (though this is not ideal since it requires all physics plugins to copy/paste similar code). | |||||
2012-11-15 | Revert "Merge master into teravuswork", it should have been avination, not ↵ | teravus | 1 | -19/+6 | |
master. This reverts commit dfac269032300872c4d0dc507f4f9062d102b0f4, reversing changes made to 619c39e5144f15aca129d6d999bcc5c34133ee64. | |||||
2012-10-30 | Log warning if mesh/sculpt asset couldn't be found by ↵ | Justin Clark-Casey (justincc) | 1 | -0/+6 | |
ODEPrim.MeshAssetReceived() callback. Presumably this is now more useful if the false positive from the old method of loading mesh assets have been eliminated. | |||||
2012-10-30 | Add asset != null check to ODEPrim.MeshAssetReceived instead of throwing ↵ | Justin Clark-Casey (justincc) | 1 | -1/+1 | |
exception. In some cases (such as failure to receive response from asset service), it is possible for a null to be returned from IAssetService.Get(string, object, AssetRetrieved). | |||||
2012-10-30 | Make MeshAssetReceived private. | Justin Clark-Casey (justincc) | 1 | -1/+1 | |
Keep methods private unless they need to be opened up to external callers. Reduces analysis complexity. | |||||
2012-10-30 | correct ODEPrim.MeshAssetReveived -> MeshAssetReceived | Justin Clark-Casey (justincc) | 1 | -3/+2 | |
2012-10-20 | minor: remove unnecessary bit of method doc from ↵ | Justin Clark-Casey (justincc) | 1 | -3/+0 | |
OdePrim.BadMeshAssetCollideBits that monodevelop inserted automatically | |||||
2012-10-20 | Fix minor issues from commit 28483150 | Justin Clark-Casey (justincc) | 1 | -12/+17 | |
Fix spelling of collide, change to more self-documenting property BadMeshAssetCollideBits, add method doc, change to private to reduce code analysis complexity | |||||
2012-10-19 | [UNTESTED] core Ode: let broken mesh physical prims collide with land as | UbitUmarov | 1 | -6/+11 | |
the defaul basic box so they don't go off world. | |||||
2012-10-19 | [UNTESTED] core Ode: let broken mesh physical prims collide with land as | UbitUmarov | 1 | -6/+11 | |
the defaul basic box so they don't go off world. | |||||
2012-10-19 | [UNTESTED] core Ode: stop trying to load a broken asset. Make broken | UbitUmarov | 1 | -21/+97 | |
assets behave like phantom by Nebadon request | |||||
2012-10-19 | [UNTESTED] core Ode: stop trying to load a broken asset. Make broken | UbitUmarov | 1 | -21/+97 | |
assets behave like phantom by Nebadon request | |||||
2012-10-18 | i update core ode plugin and make it load is meshs (i hope) | UbitUmarov | 1 | -1/+50 | |
Signed-off-by: Melanie <melanie@t-data.com> | |||||
2012-10-07 | i update core ode plugin and make it load is meshs (i hope) | UbitUmarov | 1 | -9/+81 | |
2012-10-03 | Soliciting for comments on smoothness of physics objects for this build. | teravus | 1 | -2/+11 | |
This introduces expected contact point hints to the ODE Collider to better determine when to throttle updates as excessive. This /should/ smooth physics objects out again, however, I cannot know every configuration of OpenSimulator, so I'm requesting that testers please examine this change on their build. Thanks! | |||||
2012-10-03 | I propose that 0.5m/step change for linear velocity is too big of a change ↵ | teravus | 1 | -1/+15 | |
to control the reporting of a new angular velocity. I think that this could be here for one of two reasons, 1. vehicles and llMoveToTarget with axis lock, or 2. To attempt to make things look more stable in the physics scene then they really are, however, this also really affects the angular velocity reporting negatively causing things to spin wildly and jump back into place repeatedly. To compromise, if the prim is a vehicle or is being used as a motor target, the original functionality is still applied. If that's not the case, angular velocity is reported with a linear velocity of 0.02m/step. To be clear on the effect of the physical world... When you push things, there's still a lag time where you walk into the object but once the object is in motion, it begins to move as you would expect so results in slightly more realistic motion. | |||||
2012-10-02 | Minor Modification, switch /2 to 0.5f in ODEPrim.Velocity | teravus | 1 | -4/+4 | |
2012-04-24 | Restore _parent_scene.actor_name_map[prim_geom] = this; accidentally removed ↵ | Justin Clark-Casey (justincc) | 1 | -0/+1 | |
from ODEPrim.SetGeom. This occurred in 7a574be3fd from Sat 21 Apr 2012. This should fix collision detection. Mnay thanks to tglion for the spot and the fix in http://opensimulator.org/mantis/view.php?id=5988 | |||||
2012-04-21 | Comment out spurious Body != IntPtr.Zero code after disableBody(), since ↵ | Justin Clark-Casey (justincc) | 1 | -9/+18 | |
disableBody() sets Body == IntPtr.Zero on all code paths. | |||||
2012-04-21 | refactor: Simplify ODEPrim.AddChildPrim() by returning early where appropriate. | Justin Clark-Casey (justincc) | 1 | -115/+117 | |
2012-04-21 | Remove redundant prim_geom != IntPtr.Zero checks in ODEPrim. | Justin Clark-Casey (justincc) | 1 | -116/+88 | |
prim_geom == IntPtr.Zero only before a new add prim taint is processed (which is the first taint) or in operations such as scale change which are done in taint or under lock. Therefore, we can remove these checks which were not consistently applied anyway. If there is a genuine problem, better to see it quickly in a NullReferenceException than hide the bug. | |||||
2012-04-20 | If a physical prim is manually moved (e.g. by a user) then set the geometry ↵ | Justin Clark-Casey (justincc) | 1 | -12/+10 | |
position as well as the body position This is necessary to stop the moved prim snapping back to the original position on deselection if moved only once This resolves http://opensimulator.org/mantis/view.php?id=5966 | |||||
2012-03-20 | Fix crash where two scene loop threads could changes m_MeshToTriMeshMap at ↵ | Justin Clark-Casey (justincc) | 1 | -10/+16 | |
the same time. Have to lock m_MeshToTriMeshMap as property is static and with more than one region two scene loops could try to manipulate at the same time. | |||||
2012-02-24 | Stop spurious scene loop startup timeout alarms for scenes with many prims. | Justin Clark-Casey (justincc) | 1 | -0/+2 | |
On the first frame, all startup scene objects are added to the physics scene. This can cause a considerable delay, so we don't start raising the alarm on scene loop timeouts until the second frame. This commit also slightly changes the behaviour of timeout reporting. Previously, a report was made for the very first timed out thread, ignoring all others until the next watchdog check. Instead, we now report every timed out thread, though we still only do this once no matter how long the timeout. | |||||
2011-12-20 | Remove unused SetAcceleration and add set on Acceleration parameter | Dan Lake | 1 | -0/+1 | |
2011-12-20 | Remove unused SetAcceleration and add set on Acceleration parameter | Dan Lake | 1 | -0/+1 | |
2011-11-22 | slightly simplify OdeScene.Simulate() by removing bool processtaints, since ↵ | Justin Clark-Casey (justincc) | 1 | -1/+0 | |
we can inspect count of taint lists instead. also groups OdeCharacter.CreateOdeStructures() and DestroyOdeStructures() together | |||||
2011-11-21 | Comment out calls to OdeScene.waitForSpaceUnlock() since that method does ↵ | Justin Clark-Casey (justincc) | 1 | -9/+9 | |
nothing right now | |||||
2011-11-21 | Have ODECharacter and ODEPrim both use PhysicsActor.Name instead of ↵ | Justin Clark-Casey (justincc) | 1 | -1/+0 | |
maintaining their own properties | |||||
2011-11-16 | Stop OdePrim and OdeCharacter insanely overriding set LocalID to set their ↵ | Justin Clark-Casey (justincc) | 1 | -10/+1 | |
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 | |||||
2011-11-04 | Add comment for experimental effect of removing the Thread.Sleep(20) in ↵ | Justin Clark-Casey (justincc) | 1 | -0/+3 | |
ODEPrim.changevelocity() | |||||
2011-10-27 | Fix a bug I introduced yesterday in ODE physics where prim scripts would ↵ | Justin Clark-Casey (justincc) | 1 | -1/+22 | |
only receive the very first collision. | |||||
2011-10-25 | Remove unused fields from CollisionEventUpdate | Justin Clark-Casey (justincc) | 1 | -1/+1 | |
2011-10-25 | When sending object collision updates, don't null out and recreate the ↵ | Justin Clark-Casey (justincc) | 1 | -13/+3 | |
CollisionEventUpdate() if the number of collisions falls to zero. Reuse the existing one instead. | |||||
2011-10-18 | Remove unnecessary lock of OdeLock in OdePrim.changeadd() | Justin Clark-Casey (justincc) | 1 | -18/+13 | |
This taint can only ever be processed from the OdeScene.Simulate() loop, which already locks OdeLock. | |||||
2011-10-18 | minor: method doc to explain a lock of OdeLock | Justin Clark-Casey (justincc) | 1 | -0/+2 | |
2011-10-18 | Remove the unused CollisionLocker from ODE | Justin Clark-Casey (justincc) | 1 | -9/+4 | |
Despite its name, this wasn't actually being used in any collision checking | |||||
2011-10-15 | restrict unnecessary access levels on ODEPrim fields/properties | Justin Clark-Casey (justincc) | 1 | -19/+17 | |
2011-10-15 | refactor: make methods that do not need to be public in ODE private or ↵ | Justin Clark-Casey (justincc) | 1 | -76/+114 | |
internal to aid code reading/analysis. Remove some unused method arguments | |||||
2011-09-17 | adjust some whitespace to trigger another build, to check the last failure ↵ | Justin Clark-Casey (justincc) | 1 | -2/+2 | |
was just a glitch | |||||
2011-08-01 | Move common gemo/agent map name code into CreateGeom() | Justin Clark-Casey (justincc) | 1 | -11/+5 | |
Fix build break. | |||||
2011-08-01 | Instead of preserving old name in geom_name_map in change size or shape, use ↵ | Justin Clark-Casey (justincc) | 1 | -7/+3 | |
the Name property instead. This is equivalent since the prim 'name' is never changed. In fact, this propery is never used for prims | |||||
2011-08-01 | On geom removal, remove the name from the OdeScene.geom_name_map too | Justin Clark-Casey (justincc) | 1 | -0/+1 | |
2011-08-01 | remove the unused ODEPrim.prev_geom field | Justin Clark-Casey (justincc) | 1 | -3/+0 | |
2011-08-01 | When an ODE geom is removed (as when a non-phantom prim is deleted, resized ↵ | Justin Clark-Casey (justincc) | 1 | -0/+2 | |
or shape changed, also remove the OdeScene.actor_name_map entry pointing to the phys actor This is to stop a small memory leak over time when prims are deleted or phantom-toggled | |||||
2011-08-01 | refactor: centralize prim geom removal code from four places to one | Justin Clark-Casey (justincc) | 1 | -26/+37 | |
2011-08-01 | minor: add note to RemovePrimThreadLocked() to the effect that it contrary ↵ | Justin Clark-Casey (justincc) | 1 | -1/+1 | |
to the summary, it is being called from within Simulate() lock (OdeLock) |