Commit message (Collapse) | Author | Age | Files | Lines | |
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* | Merge branch 'master' into careminster | Melanie | 2011-12-22 | 1 | -0/+1 |
|\ | | | | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/ScenePresence.cs | ||||
| * | Remove unused SetAcceleration and add set on Acceleration parameter | Dan Lake | 2011-12-20 | 1 | -0/+1 |
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* | | Merge branch 'master' into bigmerge | Melanie | 2011-11-24 | 1 | -11/+9 |
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| * | slightly simplify OdeScene.Simulate() by removing bool processtaints, since ↵ | Justin Clark-Casey (justincc) | 2011-11-22 | 1 | -1/+0 |
| | | | | | | | | | | | | we can inspect count of taint lists instead. also groups OdeCharacter.CreateOdeStructures() and DestroyOdeStructures() together | ||||
| * | Comment out calls to OdeScene.waitForSpaceUnlock() since that method does ↵ | Justin Clark-Casey (justincc) | 2011-11-21 | 1 | -9/+9 |
| | | | | | | | | nothing right now | ||||
| * | Have ODECharacter and ODEPrim both use PhysicsActor.Name instead of ↵ | Justin Clark-Casey (justincc) | 2011-11-21 | 1 | -1/+0 |
| | | | | | | | | maintaining their own properties | ||||
* | | Merge branch 'master' into bigmerge | Melanie | 2011-11-17 | 1 | -10/+1 |
|\ \ | |/ | | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs | ||||
| * | Stop OdePrim and OdeCharacter insanely overriding set LocalID to set their ↵ | Justin Clark-Casey (justincc) | 2011-11-16 | 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 | ||||
* | | Merge branch 'master' into bigmerge | Melanie | 2011-11-05 | 1 | -0/+3 |
|\ \ | |/ | | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/ScenePresence.cs | ||||
| * | Add comment for experimental effect of removing the Thread.Sleep(20) in ↵ | Justin Clark-Casey (justincc) | 2011-11-04 | 1 | -0/+3 |
| | | | | | | | | ODEPrim.changevelocity() | ||||
* | | Merge branch 'master' into bigmerge | Melanie | 2011-10-27 | 1 | -1/+22 |
|\ \ | |/ | | | | | | | | | | | | | | | 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) | 2011-10-27 | 1 | -1/+22 |
| | | | | | | | | only receive the very first collision. | ||||
* | | Merge branch 'master' into bigmerge | Melanie | 2011-10-26 | 1 | -14/+4 |
|\ \ | |/ | | | | | | | Conflicts: OpenSim/Framework/Watchdog.cs | ||||
| * | Remove unused fields from CollisionEventUpdate | Justin Clark-Casey (justincc) | 2011-10-25 | 1 | -1/+1 |
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| * | When sending object collision updates, don't null out and recreate the ↵ | Justin Clark-Casey (justincc) | 2011-10-25 | 1 | -13/+3 |
| | | | | | | | | CollisionEventUpdate() if the number of collisions falls to zero. Reuse the existing one instead. | ||||
* | | Merge commit 'f10a824e47549806c1fa647c4e9fba4c8cf6ad13' into bigmerge | Melanie | 2011-10-25 | 1 | -18/+13 |
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| * | Remove unnecessary lock of OdeLock in OdePrim.changeadd() | Justin Clark-Casey (justincc) | 2011-10-18 | 1 | -18/+13 |
| | | | | | | | | This taint can only ever be processed from the OdeScene.Simulate() loop, which already locks OdeLock. | ||||
* | | Merge commit '5515c45e3b42497f64f8e5846697471b1de952c5' into bigmerge | Melanie | 2011-10-25 | 1 | -0/+2 |
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| * | minor: method doc to explain a lock of OdeLock | Justin Clark-Casey (justincc) | 2011-10-18 | 1 | -0/+2 |
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* | | Merge commit '71d221cdc090cdedf371ead534421bb7074908cd' into bigmerge | Melanie | 2011-10-25 | 1 | -9/+4 |
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| * | Remove the unused CollisionLocker from ODE | Justin Clark-Casey (justincc) | 2011-10-18 | 1 | -9/+4 |
| | | | | | | | | Despite its name, this wasn't actually being used in any collision checking | ||||
* | | Merge commit '9cc2694776e261868138c325a82ce5481c2908ec' into bigmerge | Melanie | 2011-10-25 | 1 | -19/+17 |
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| * | restrict unnecessary access levels on ODEPrim fields/properties | Justin Clark-Casey (justincc) | 2011-10-15 | 1 | -19/+17 |
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* | | Merge commit 'f2132329a358db2c66c29501d35ef54eae8d6eed' into bigmerge | Melanie | 2011-10-25 | 1 | -76/+114 |
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| * | refactor: make methods that do not need to be public in ODE private or ↵ | Justin Clark-Casey (justincc) | 2011-10-15 | 1 | -76/+114 |
| | | | | | | | | internal to aid code reading/analysis. Remove some unused method arguments | ||||
* | | Merge commit '1e798136c3458b8255fcb6341713bf9dbb689f4b' into bigmerge | Melanie | 2011-10-11 | 1 | -2/+2 |
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| * | adjust some whitespace to trigger another build, to check the last failure ↵ | Justin Clark-Casey (justincc) | 2011-09-17 | 1 | -2/+2 |
| | | | | | | | | was just a glitch | ||||
* | | Resolve merge commits, stage 1 | Tom | 2011-09-04 | 1 | -152/+151 |
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| * | Move common gemo/agent map name code into CreateGeom() | Justin Clark-Casey (justincc) | 2011-08-01 | 1 | -11/+5 |
| | | | | | | | | Fix build break. | ||||
| * | Instead of preserving old name in geom_name_map in change size or shape, use ↵ | Justin Clark-Casey (justincc) | 2011-08-01 | 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 | ||||
| * | On geom removal, remove the name from the OdeScene.geom_name_map too | Justin Clark-Casey (justincc) | 2011-08-01 | 1 | -0/+1 |
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| * | remove the unused ODEPrim.prev_geom field | Justin Clark-Casey (justincc) | 2011-08-01 | 1 | -3/+0 |
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| * | When an ODE geom is removed (as when a non-phantom prim is deleted, resized ↵ | Justin Clark-Casey (justincc) | 2011-08-01 | 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 | ||||
| * | refactor: centralize prim geom removal code from four places to one | Justin Clark-Casey (justincc) | 2011-08-01 | 1 | -26/+37 |
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| * | minor: add note to RemovePrimThreadLocked() to the effect that it contrary ↵ | Justin Clark-Casey (justincc) | 2011-08-01 | 1 | -1/+1 |
| | | | | | | | | to the summary, it is being called from within Simulate() lock (OdeLock) | ||||
| * | If a prim changes size or shape, add actor to _parent_scene.actor_name_map ↵ | Justin Clark-Casey (justincc) | 2011-08-01 | 1 | -1/+4 |
| | | | | | | | | | | | | | | | | with new prim_geom key, as the old one becomes invalid. This resolves http://opensimulator.org/mantis/view.php?id=5603 where changing size or shape would stop collision_start being fired in a running script. In both this and existing code we are not removing old actors from actor_name_map when the existing prim_geom is removed, which leads to a small memory leak over time. This needs to be fixed. | ||||
| * | Remove _mesh field since the mesh data no longer needs to be stored after ↵ | Justin Clark-Casey (justincc) | 2011-07-31 | 1 | -49/+16 |
| | | | | | | | | | | | | it's initially used. This may improve memory usage for regions using mesh and sculpts, though I suspect that it doesn't address the current memory leak. | ||||
| * | refactor: Remove argument to pass in an initial mesh to OdePrim since this ↵ | Justin Clark-Casey (justincc) | 2011-07-31 | 1 | -2/+1 |
| | | | | | | | | | | | | is no longer required and it prevents removal of the _mesh field (which is only used temporarily) If passing in a mesh becomes important again in the future then this can be reinstated. | ||||
| * | minor: correct method doc for last commit | Justin Clark-Casey (justincc) | 2011-07-31 | 1 | -1/+1 |
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| * | refactor: rename CreateGeom _mesh argument to mesh, so as to not confuse ↵ | Justin Clark-Casey (justincc) | 2011-07-31 | 1 | -3/+3 |
| | | | | | | | | this with the pre-existing _mesh field | ||||
| * | minor: method doc | Justin Clark-Casey (justincc) | 2011-07-31 | 1 | -3/+20 |
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| * | Refactor: Replace instances of m_isphysical with IsPhysical rather than have ↵ | Justin Clark-Casey (justincc) | 2011-07-30 | 1 | -33/+40 |
| | | | | | | | | | | | | some code reference the private var and other the public var without any functionality difference. Add some method doc to IsPhysical | ||||
| * | refactor: Rename ODEPrim.ParentPrim() to AddChildPrim() for code readability | Justin Clark-Casey (justincc) | 2011-07-30 | 1 | -11/+14 |
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| * | minor: remove mono compiler warnings, some code spacing adjustments | Justin Clark-Casey (justincc) | 2011-07-30 | 1 | -1/+1 |
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| * | minor: Add method doc to collision subscription methods. Change method case ↵ | Justin Clark-Casey (justincc) | 2011-07-30 | 1 | -2/+2 |
| | | | | | | | | to reflect OpenSim standards. | ||||
| * | Fix physics proxy regeneration when a mesh with more than one submesh is resized | Justin Clark-Casey (justincc) | 2011-07-16 | 1 | -0/+1 |
| | | | | | | | | Addresses http://opensimulator.org/mantis/view.php?id=5584 | ||||
| * | minor: remove whitespace to trigger another build | Justin Clark-Casey (justincc) | 2011-07-12 | 1 | -1/+0 |
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| * | When a mesh object is added to a scene, delay adding the physics actor until ↵ | Justin Clark-Casey (justincc) | 2011-07-12 | 1 | -10/+11 |
| | | | | | | | | | | | | the sculpt data has been added to the shape (possibly via an async asset service request) This prevents spurious 'no asset data' for meshes added on startup. | ||||
| * | When a sculpt/mesh texture is received by a part on a callback request, ↵ | Justin Clark-Casey (justincc) | 2011-07-11 | 1 | -1/+2 |
| | | | | | | | | | | | | | | don't do the unnecessary work of copying the base shape. Just setting the new base shape is enough to reinsert the sculpt data and set the taint. Also cleans up a few more left-in debugging messages. | ||||
| * | comment out accidential ProcessTaints physics debug line left in code | Justin Clark-Casey (justincc) | 2011-07-11 | 1 | -1/+1 |
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