Commit message (Collapse) | Author | Age | Files | Lines | |
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* | minor: remove some mono compiler warnings in OdePlugin | Justin Clark-Casey (justincc) | 2013-07-08 | 1 | -1/+1 |
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* | BulletSim: add osGetPhysicsEngineType() LSL function and update | Robert Adams | 2013-01-11 | 1 | -1/+1 |
| | | | | | | | | the physics engines to return the name that is specified in the INI file ("physics = XXX") as the type of engine. This os function is a little different than the others in that it does not throw an exception of one is not privilaged to use it. It merely returns an empty string. | ||||
* | Add 64 bit Windows sqlite3.dll and use this if running a 64-bit windows process. | Justin Clark-Casey (justincc) | 2012-02-21 | 1 | -14/+1 |
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* | Report an error if the required native Windows ODE library can't be found. | Justin Clark-Casey (justincc) | 2012-02-18 | 1 | -1/+4 |
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* | On Windows automatically load the correct native ODE library depending on ↵ | Justin Clark-Casey (justincc) | 2012-02-18 | 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. | ||||
* | Remove the unused CollisionLocker from ODE | Justin Clark-Casey (justincc) | 2011-10-18 | 1 | -7/+1 |
| | | | | Despite its name, this wasn't actually being used in any collision checking | ||||
* | refactor: Separate the OdeScene class into its own file from OdePlugin.cs, ↵ | Justin Clark-Casey (justincc) | 2011-07-08 | 1 | -3825/+7 |
| | | | | to improve code readability | ||||
* | minor: commented out log lines for future use and very small code tidy | Justin Clark-Casey (justincc) | 2011-07-08 | 1 | -0/+2 |
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* | Allow physics proxy generation for meshes using new asset format. | dahlia | 2011-06-29 | 1 | -1/+4 |
| | | | | Fix an invalid cast exception while decoding new mesh asset format. | ||||
* | force mesh proxy for simple box prims with path cut | dahlia | 2011-04-12 | 1 | -0/+3 |
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* | * Re-Adding Scene TimeDilation to Object Update Packets. | Teravus Ovares (Dan Olivares) | 2010-12-23 | 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. | ||||
* | Hunting for the problem in #4777 | Diva Canto | 2010-06-19 | 1 | -0/+1 |
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* | Reverting my last two commits, putting back Melanie's exception handler. ↵ | Diva Canto | 2010-06-19 | 1 | -1/+10 |
| | | | | Doesn't solve #4777. | ||||
* | Reinstated the behavior of AddPrimShape *exactly* as it was as of December. ↵ | Diva Canto | 2010-06-19 | 1 | -10/+1 |
| | | | | Trying to fix mantis #4777 | ||||
* | Remove an error in meshing error reporting. Now doesn't double-bomb | Melanie | 2010-06-18 | 1 | -1/+1 |
| | | | | anymore on a bad sculpt | ||||
* | Log and eat sculpt meshing exceptions caused by bad jp2 data. | Melanie | 2010-06-12 | 1 | -1/+12 |
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* | Formatting cleanup. Add copyright headers. | Jeff Ames | 2010-01-04 | 1 | -10/+10 |
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* | * Fixes the 10x10x10 hard physics limitation. (wierdly, you have to set ↵ | Teravus Ovares (Dan Olivares) | 2009-12-03 | 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'. | ||||
* | * Resolves mantis 4390 http://opensimulator.org/mantis/view.php?id=4390 | Teravus Ovares (Dan Olivares) | 2009-11-23 | 1 | -1/+1 |
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* | * Adds a test for if the collision is at the bottom of the capsule on ↵ | Teravus Ovares (Dan Olivares) | 2009-11-22 | 1 | -1/+12 |
| | | | | avatar. This prevents the 'double jump' capability that's been occurring for ages when avatar collide with prim on the side. | ||||
* | Following various discussions on irc and in the OpenSim dev OSGrid meeting ↵ | Justin Clark-Casey (justincc) | 2009-11-09 | 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 | ||||
* | Merge branch 'master' of ssh://justincc@opensimulator.org/var/git/opensim | Justin Clark-Casey (justincc) | 2009-11-03 | 1 | -68/+90 |
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| * | * Log progress messages when loading OAR files with a lot of assets | John Hurliman | 2009-10-29 | 1 | -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 | ||||
| * | Always send a time dilation of 1.0 while we debug rubberbanding issues | John Hurliman | 2009-10-28 | 1 | -1/+2 |
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| * | Limit physics time dilation to 1.0 | John Hurliman | 2009-10-28 | 1 | -1/+1 |
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| * | * Reduce the velocity tolerance on sending terse updates to avoid slowly ↵ | John Hurliman | 2009-10-28 | 1 | -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 | ||||
| * | Fixed a bad check on velocity in the ODE near() callback (it was only ↵ | John Hurliman | 2009-10-28 | 1 | -3/+3 |
| | | | | | | | | checking for velocity in certain directions, and was calling the get_Velocity() function three times) | ||||
| * | Move the calculation of time dilation from the scene to the physics engine. ↵ | John Hurliman | 2009-10-27 | 1 | -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 | ||||
* | | minor: remove some mono compiler warnings | Justin Clark-Casey (justincc) | 2009-11-03 | 1 | -3/+3 |
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* | Experimental change of PhysicsVector to Vector3. Untested | John Hurliman | 2009-10-26 | 1 | -28/+22 |
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* | Do case-insensitive comparisons on region names in LLStandaloneLoginModule | John Hurliman | 2009-10-26 | 1 | -2/+2 |
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* | * Changed the watchdog timer to improve the speed of UpdateThread(), only ↵ | John Hurliman | 2009-10-26 | 1 | -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 | ||||
* | Patch from dslake http://opensimulator.org/mantis/view.php?id=4291 0004291: ↵ | dslake | 2009-10-23 | 1 | -2/+3 |
| | | | | Inconsistent locking of ODE tainted prims | ||||
* | Merge branch 'master' into vehicles | Melanie | 2009-10-22 | 1 | -0/+10 |
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| * | Merge branch 'prioritization' of ssh://opensimulator.org/var/git/opensim ↵ | John Hurliman | 2009-10-19 | 1 | -0/+4 |
| |\ | | | | | | | | | | into prioritization | ||||
| | * | Forgot {} on last commit. | Diva Canto | 2009-10-19 | 1 | -0/+2 |
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| | * | More instrumentation in physics. | Diva Canto | 2009-10-19 | 1 | -0/+2 |
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| * | | Merge branch 'master' of ssh://opensimulator.org/var/git/opensim into ↵ | John Hurliman | 2009-10-19 | 1 | -1/+1 |
| |\ \ | | |/ | |/| | | | | prioritization | ||||
| * | | A bit of instrumentation to figure out what's going on with physics actors. | Diva Canto | 2009-10-18 | 1 | -0/+6 |
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* | | | Merge branch 'master' into vehicles | Melanie | 2009-10-19 | 1 | -1/+22 |
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| * | | Formatting cleanup. | Jeff Ames | 2009-10-19 | 1 | -1/+1 |
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| * | * One more attempt at the NullRef In The OdePlugin. This might fix it, but ↵ | Teravus Ovares (Dan Olivares) | 2009-10-16 | 1 | -0/+21 |
| | | | | | | | | it will definitely get us closer to the root cause. | ||||
* | | Merge branch 'master' into vehicles | Melanie | 2009-10-12 | 1 | -0/+1 |
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| * | * Make ODECharacter respect the scene's requested collision update time | Teravus Ovares (Dan Olivares) | 2009-10-10 | 1 | -0/+1 |
| | | | | | | | | * Set the Scene collision update time to 500 ms | ||||
* | | Correct a build break caused by an optimization in trunk | Melanie | 2009-10-07 | 1 | -1/+1 |
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* | | Merge branch 'master' into vehicles | Melanie | 2009-10-06 | 1 | -5/+2 |
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| * | minor: remove mono compile warning | Justin Clark-Casey (justincc) | 2009-10-05 | 1 | -5/+2 |
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* | | Merge branch 'master' into vehicles | Melanie | 2009-10-01 | 1 | -11/+3 |
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| * | Formatting cleanup. | Jeff Ames | 2009-10-01 | 1 | -5/+5 |
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* | | Commit initial version of KittoFlora's vehicle changes | opensim | 2009-09-30 | 1 | -16/+38 |
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