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path: root/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs (follow)
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| * refactor: Remove argument to pass in an initial mesh to OdePrim since this ↵Justin Clark-Casey (justincc)2011-07-311-2/+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 commitJustin Clark-Casey (justincc)2011-07-311-1/+1
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| * refactor: rename CreateGeom _mesh argument to mesh, so as to not confuse ↵Justin Clark-Casey (justincc)2011-07-311-3/+3
| | | | | | | | this with the pre-existing _mesh field
| * minor: method docJustin Clark-Casey (justincc)2011-07-311-3/+20
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| * Refactor: Replace instances of m_isphysical with IsPhysical rather than have ↵Justin Clark-Casey (justincc)2011-07-301-33/+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 readabilityJustin Clark-Casey (justincc)2011-07-301-11/+14
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| * minor: remove mono compiler warnings, some code spacing adjustmentsJustin Clark-Casey (justincc)2011-07-301-1/+1
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| * minor: Add method doc to collision subscription methods. Change method case ↵Justin Clark-Casey (justincc)2011-07-301-2/+2
| | | | | | | | to reflect OpenSim standards.
| * Fix physics proxy regeneration when a mesh with more than one submesh is resizedJustin Clark-Casey (justincc)2011-07-161-0/+1
| | | | | | | | Addresses http://opensimulator.org/mantis/view.php?id=5584
| * minor: remove whitespace to trigger another buildJustin Clark-Casey (justincc)2011-07-121-1/+0
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| * When a mesh object is added to a scene, delay adding the physics actor until ↵Justin Clark-Casey (justincc)2011-07-121-10/+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)2011-07-111-1/+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 codeJustin Clark-Casey (justincc)2011-07-111-1/+1
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* | Merge branch 'master' into careminster-presence-refactorroot2011-07-091-61/+47
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| * minor: code tidy and inserted log lines for future use.Justin Clark-Casey (justincc)2011-07-091-18/+34
| | | | | | | | | | | | | | | | Unable to get to the bottom of why resizing a mesh fails to properly reset the physics proxy, when toggling phantom does After a mesh is generated, the existing sculptdata is set to zero in PrimitiveBaseShape to save memory When phantom is toggled, the sculptdata is regenerated before remeshing. But on resize, the sculptdata is not regenerated. So clearly, resetting sculptdata is possible, but haven't quite been able to pin down how this is being done when phantom is toggled.
| * minor: code tidy up - remove a couple of Console.WriteLine() accidentally ↵Justin Clark-Casey (justincc)2011-07-081-47/+15
| | | | | | | | added in the last commit
| * minor: commented out log lines for future use and very small code tidyJustin Clark-Casey (justincc)2011-07-081-4/+6
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* | Merge branch 'master' into careminster-presence-refactorMelanie2010-10-061-4/+4
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| * Formatting cleanup.Jeff Ames2010-10-041-4/+4
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* | Merge branch 'master' into careminster-presence-refactorMelanie2010-10-021-2/+2
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| * Replace CalculateMass with a more accurate version, contributed by Ubit.Melanie2010-10-021-234/+219
| | | | | | | | Thank you.
* | Replace CalculateMass with a more accurate version, contributed by Ubit.Melanie2010-10-021-234/+219
| | | | | | | | Thank you.
* | Merge branch 'master' into careminster-presence-refactorMelanie2010-09-251-42/+45
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| * Add prim name to OdePrim Error and Warning messages.Justin Clark-Casey (justincc)2010-09-251-42/+45
| | | | | | | | This aims to make it easier to identify and remove rogue prims that are causing ODE to fall over.
* | Merge branch 'master' into careminster-presence-refactorMelanie2010-06-271-13/+13
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| * minor: remove some mono compiler warningsJustin Clark-Casey (justincc)2010-06-251-13/+13
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* | Merge branch 'master' into careminster-presence-refactorMelanie2010-03-151-2/+2
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| * * Added a better check to the SimianGrid connectors to test if they are ↵John Hurliman2010-03-121-2/+2
| | | | | | | | | | | | enabled or not. This method should work equally well with standalone or robust mode * Applying #4602 from Misterblu to add collision detection to BulletDotNET
* | Resolved mergeKitto Flora2010-03-121-7/+2
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| * \ Merge branch '0.6.9-post-fixes' into careminsterMelanie2010-03-061-1/+6
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| * Revolution is on the roll again! :)Revolution2010-02-141-0/+5
| | | | | | | | | | | | | | | | 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>
* | Merge branch 'master' into careminsterMelanie2010-02-081-0/+2
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| * Applying patch #4534 by Misterblue to fix ODE physics stickinessJohn Hurliman2010-02-041-0/+2
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* | Add glue for llSetVehicleFlags(), llRemoveVehicleFlags(). ChODE: Add ↵Kitto Flora2010-01-211-0/+10
| | | | | | | | associated methods.
* | Merge branch 'master' into careminsterMelanie2010-01-031-280/+282
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| * Formatting cleanup. Add copyright headers.Jeff Ames2010-01-041-280/+282
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* | Fix conflictsKitto Flora2009-12-221-1/+1
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| * \ Merge branch 'master' into careminsterMelanie2009-12-221-6/+9
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| | * Glue code for a couple of new LSL function implementationsMelanie2009-12-221-0/+9
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* | | Include ChOdePluginKitto Flora2009-12-221-84/+24
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* | Fix GetWorldRotation(), and a host of related Sit fixes.Kitto Flora2009-12-171-1/+5
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* | Merge branch 'master' into careminsterMelanie2009-12-051-0/+3
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| * * Fixes the 10x10x10 hard physics limitation. (wierdly, you have to set ↵Teravus Ovares (Dan Olivares)2009-12-031-0/+3
| | | | | | | | | | | | | | this for each region in your Regions.ini[PhysicalPrimMax = 10(default)]) * Adds a configurable maximum object mass before the mass is clamped. Default is 10000.01. Configurable by changing maximum_mass_object in the [ODEPhysicsSettings] section. * Clamping the mass is important for limiting the amount of CPU an object can consume in physics calculations. Too high, and the object overcomes restitution forces by gravity alone. This generates more collisions potentially leading to 'deep think'.
* | Merge branch 'master' into careminsterMelanie2009-11-271-1/+4
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| * * Fixes a case of d.BodyEnable with IntPtr.Zero passed as the parameter in ↵Teravus Ovares (Dan Olivares)2009-11-261-1/+4
| | | | | | | | linkset where EnableBody was called and the body is immediately disabled. The previous functionality assumed that a body was received in EnableBody but.. in some cases, it wasn't.
* | Merge branch 'master' into careminsterMelanie2009-11-231-3/+26
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| * * Added missing lock to m_forcelist when AddForce is called. When a user ↵Teravus Ovares (Dan Olivares)2009-11-221-3/+26
| | | | | | | | | | | | dragged a prim, in some cases, it would corrupt the datatype in memory and throw spurious IndexOutOfRangeExceptions. * Physics a situation that causes physics to spew redline messages to the console forever.
* | Merge branch 'master' into careminsterMelanie2009-11-211-1/+12
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| * * Fixes the second of two terse update issues. Physical objects should react ↵Teravus Ovares (Dan Olivares)2009-11-211-0/+3
| | | | | | | | normally again.
| * * Fixes one of two terse update issues. There's still one left, but this ↵Teravus Ovares (Dan Olivares)2009-11-211-1/+9
| | | | | | | | one fixes the situation where the object on the server is moving but no updates are being sent.