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path: root/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs (unfollow)
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2012-02-21Add 64 bit Windows sqlite3.dll and use this if running a 64-bit windows process.Justin Clark-Casey (justincc)1-14/+1
2012-02-18Report an error if the required native Windows ODE library can't be found.Justin Clark-Casey (justincc)1-1/+4
2012-02-18On Windows automatically load the correct native ODE library depending on ↵Justin Clark-Casey (justincc)1-2/+22
whether the process is 32-bit or 64-bit In theory, this means that a 64-bit Windows OS user can now run OpenSim.exe with ODE and use more than 2 (or 3) GB of memory. However, this is completely untested since I don't currently own a 64-bit Windows box. Feedback appreciated. Using OpenSim.32BitLaunch.exe should continue to work. Other platforms are unaffected. This will currently not work with sqlite - I will add that too if this works.
2011-10-18Remove the unused CollisionLocker from ODEJustin Clark-Casey (justincc)1-7/+1
Despite its name, this wasn't actually being used in any collision checking
2011-07-08refactor: Separate the OdeScene class into its own file from OdePlugin.cs, ↵Justin Clark-Casey (justincc)1-3825/+7
to improve code readability
2011-07-08minor: commented out log lines for future use and very small code tidyJustin Clark-Casey (justincc)1-0/+2
2011-06-29Allow physics proxy generation for meshes using new asset format.dahlia1-1/+4
Fix an invalid cast exception while decoding new mesh asset format.
2011-04-12force mesh proxy for simple box prims with path cutdahlia1-0/+3
2010-12-23* Re-Adding Scene TimeDilation to Object Update Packets.Teravus Ovares (Dan Olivares)1-0/+19
* Added Calculating Time Dilation in the OdePlubin * When multiple object updates are stuffed into one packet, average the time dilation between them as a compromise. * Time Dilation on the update is calculated when the EntityUpdate object is created. The pre-calc-ed TD is stored in the Entity update and used when it goes out on the wire. Previously, it was 1.0 all the time. The time dilation is tied to when the update is created, not when the update is sent.
2010-06-19Hunting for the problem in #4777Diva Canto1-0/+1
2010-06-19Reverting my last two commits, putting back Melanie's exception handler. ↵Diva Canto1-1/+10
Doesn't solve #4777.
2010-06-19Reinstated the behavior of AddPrimShape *exactly* as it was as of December. ↵Diva Canto1-10/+1
Trying to fix mantis #4777
2010-06-19Reinstated the behavior of AddPrimShape as it was as of December. Trying to ↵Diva Canto1-0/+1
fix mantis #4777
2010-06-18Remove an error in meshing error reporting. Now doesn't double-bombMelanie1-1/+1
anymore on a bad sculpt
2010-06-12Log and eat sculpt meshing exceptions caused by bad jp2 data.Melanie1-1/+12
2010-01-04Formatting cleanup. Add copyright headers.Jeff Ames1-10/+10
2009-12-03* Fixes the 10x10x10 hard physics limitation. (wierdly, you have to set ↵Teravus Ovares (Dan Olivares)1-0/+2
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'.
2009-11-23* Resolves mantis 4390 http://opensimulator.org/mantis/view.php?id=4390Teravus Ovares (Dan Olivares)1-1/+1
2009-11-22* Adds a test for if the collision is at the bottom of the capsule on ↵Teravus Ovares (Dan Olivares)1-1/+12
avatar. This prevents the 'double jump' capability that's been occurring for ages when avatar collide with prim on the side.
2009-11-09Following various discussions on irc and in the OpenSim dev OSGrid meeting ↵Justin Clark-Casey (justincc)1-1/+1
last week, change av_capsule_tilted to false by default This appears to now give better ODE physics response (less sinking into the ground, etc.) Please change it back if this is actually a bad idea for some reason
2009-11-03minor: remove some mono compiler warningsJustin Clark-Casey (justincc)1-3/+3
2009-10-29* Log progress messages when loading OAR files with a lot of assetsJohn Hurliman1-60/+67
* Change the PhysicsCollision callback for objects to send full contact point information. This will be used to calculate the collision plane for avatars * Send the physics engine velocity in terse updates, not the current force being applied to the avatar. This should fix several issues including crouching through the floor and walking through walls
2009-10-28Always send a time dilation of 1.0 while we debug rubberbanding issuesJohn Hurliman1-1/+2
2009-10-28Limit physics time dilation to 1.0John Hurliman1-1/+1
2009-10-28* Reduce the velocity tolerance on sending terse updates to avoid slowly ↵John Hurliman1-3/+10
drifting prims/avatars * Added contacts_per_collision to the ODE config section. This allows you to reduce the maximum number of contact points ODE will generate per collision and reduce the size of the array that stores contact structures
2009-10-28Fixed a bad check on velocity in the ODE near() callback (it was only ↵John Hurliman1-3/+3
checking for velocity in certain directions, and was calling the get_Velocity() function three times)
2009-10-27Move the calculation of time dilation from the scene to the physics engine. ↵John Hurliman1-2/+9
The scene is still the one reporting dilation so this does not break the API or remove flexibility, but it gets the calculation happening in the right place for the normal OpenSim usage. The actual calculation of physics time dilation probably needs tweaking
2009-10-26Experimental change of PhysicsVector to Vector3. UntestedJohn Hurliman1-28/+22
2009-10-26Do case-insensitive comparisons on region names in LLStandaloneLoginModuleJohn Hurliman1-2/+2
2009-10-26* Changed the watchdog timer to improve the speed of UpdateThread(), only ↵John Hurliman1-2/+6
track threads once the first call to UpdateThread() has been made, and allow re-tracking of threads that timed out but revived later * Added a commented out call to Watchdog.UpdateThread() in OdeScene. If it turns out that loading a large OAR file or some other operation is timing out the heartbeat thread, we'll need to uncomment it
2009-10-23Patch from dslake http://opensimulator.org/mantis/view.php?id=4291 0004291: ↵dslake1-2/+3
Inconsistent locking of ODE tainted prims
2009-10-19Forgot {} on last commit.Diva Canto1-0/+2
2009-10-19More instrumentation in physics.Diva Canto1-0/+2
2009-10-19Formatting cleanup.Jeff Ames1-1/+1
2009-10-18A bit of instrumentation to figure out what's going on with physics actors.Diva Canto1-0/+6
2009-10-16* One more attempt at the NullRef In The OdePlugin. This might fix it, but ↵Teravus Ovares (Dan Olivares)1-0/+21
it will definitely get us closer to the root cause.
2009-10-10* Make ODECharacter respect the scene's requested collision update timeTeravus Ovares (Dan Olivares)1-0/+1
* Set the Scene collision update time to 500 ms
2009-10-07Correct a build break caused by an optimization in trunkMelanie1-1/+1
2009-10-05minor: remove mono compile warningJustin Clark-Casey (justincc)1-5/+2
2009-09-30Commit initial version of KittoFlora's vehicle changesopensim1-16/+38
2009-10-01Formatting cleanup.Jeff Ames1-5/+5
2009-09-09Add test to check behaviour if an iar is loaded where no user profile exists ↵Justin Clark-Casey (justincc)1-16/+6
for the creators Disable generation of temporary profiles for now, instead record loading user as creator
2009-09-04* Fix for GetTerrainHeightAtXY to make it compatible when ↵Teravus Ovares (Dan Olivares)1-3/+4
Constants.RegionSize isn't 256
2009-09-04* Fixes the function 'GetTerrainHeightAtXY'Teravus Ovares (Dan Olivares)1-16/+26
2009-09-02* One last attempt to get the bordercrossing/primcrossing/attachmentcrossing ↵Teravus Ovares (Dan Olivares)1-1/+72
right in the new border framework. * This also contains some inactive preliminary code for disconnecting combined regions that will be used to make one root region a virtual region of a new root region.
2009-09-02Thank you, dslake, for a set of patches to improve OpenSim startupMelanie1-5/+5
and idle performance.
2009-08-21* It turns out that Physics heightmap values were being stored in managed ↵Teravus Ovares (Dan Olivares)1-22/+27
memory in _heightmap and using multiple heightmaps caused them all to overwrite each other and the last one was the heightmap for all of the regions. This fixes that. It also reduces the terrain resolution to half.
2009-08-20* Fixes Terrain issues with combined regions.Teravus Ovares (Dan Olivares)1-65/+133
2009-08-18* Some Physics Scene Changes to prepare for larger regionsTeravus Ovares (Dan Olivares)1-47/+54
2009-08-17Did I say that i don't like git? Remove some stuff that shouldn't haveMelanie1-30/+8
gone in.