Commit message (Collapse) | Author | Files | Lines | ||
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2011-10-05 | Remove unused local variable i from OdeScene.Simulate() | Justin Clark-Casey (justincc) | 1 | -3/+0 | |
2011-08-01 | comment out unused code in OdeScene.TriCallback() | Justin Clark-Casey (justincc) | 1 | -12/+12 | |
2011-08-01 | refactor: centralize prim geom removal code from four places to one | Justin Clark-Casey (justincc) | 1 | -17/+7 | |
2011-08-01 | minor: add note to RemovePrimThreadLocked() to the effect that it contrary ↵ | Justin Clark-Casey (justincc) | 1 | -0/+3 | |
to the summary, it is being called from within Simulate() lock (OdeLock) | |||||
2011-08-01 | minor: indentation correction | Justin Clark-Casey (justincc) | 1 | -17/+13 | |
2011-07-31 | refactor: Remove argument to pass in an initial mesh to OdePrim since this ↵ | Justin Clark-Casey (justincc) | 1 | -25/+4 | |
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. | |||||
2011-07-31 | minor: method doc | Justin Clark-Casey (justincc) | 1 | -1/+0 | |
2011-07-30 | minor: remove mono compiler warnings, some code spacing adjustments | Justin Clark-Casey (justincc) | 1 | -5/+3 | |
2011-07-30 | minor: Add method doc to collision subscription methods. Change method case ↵ | Justin Clark-Casey (justincc) | 1 | -3/+19 | |
to reflect OpenSim standards. | |||||
2011-07-29 | fix extremely minor Ode bug where the _taintedPrimL list would always be ↵ | Justin Clark-Casey (justincc) | 1 | -3/+14 | |
cleared on every OdeScene.Simulate() even if it was already empty. | |||||
2011-07-29 | refactor: Move another chunk of ninja code out of the OdeScene.Simulate() ↵ | Justin Clark-Casey (justincc) | 1 | -28/+36 | |
loop for consistency and readability. | |||||
2011-07-29 | refactor: Simplify reading OdeScene.Simulate() loop by shunting all the ↵ | Justin Clark-Casey (justincc) | 1 | -182/+191 | |
NINJA joints stuff into its own method. Now if ninja joints isn't active (which is the default) don't have to wade through a lot of massively indented irrelevant code. | |||||
2011-07-29 | refactor: unindent the OdeScene.Simulate() loop to ignore the long commented ↵ | Justin Clark-Casey (justincc) | 1 | -270/+274 | |
out ifs and locks This is to make it more readable. | |||||
2011-07-19 | Apply the localID to the Physics actor to prevent null calls later | Careminster Team | 1 | -3/+3 | |
2011-07-15 | Fix some local id issues in physics glue | root | 1 | -7/+1 | |
2011-07-15 | Fox some local id issues in physics glue | Melanie | 1 | -7/+1 | |
2011-07-15 | Revert "Add localid support to ch0de properly" | Melanie | 1 | -1/+7 | |
This reverts commit bb402d0d95c934fbcd8b1c03e228ec1d0a14f14d. | |||||
2011-07-15 | Add localid support to ch0de properly | Tom | 1 | -7/+1 | |
2011-07-12 | Port implementation of llCastRay() from Aurora. | Justin Clark-Casey (justincc) | 1 | -0/+28 | |
I haven't been able to test this since the viewer won't parse the llCastRay() function. Maybe some activation cap is missing. Could wait until it is activated by default in the viewer. | |||||
2011-07-12 | When a mesh object is added to a scene, delay adding the physics actor until ↵ | Justin Clark-Casey (justincc) | 1 | -15/+18 | |
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. | |||||
2011-07-11 | When a sculpt/mesh texture is received by a part on a callback request, ↵ | Justin Clark-Casey (justincc) | 1 | -1/+1 | |
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. | |||||
2011-07-09 | minor: code tidy and inserted log lines for future use. | Justin Clark-Casey (justincc) | 1 | -4/+1 | |
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. | |||||
2011-07-08 | refactor: Factor out AddSubMesh() method from long ↵ | Justin Clark-Casey (justincc) | 1 | -5/+5 | |
CraeteMeshFromPrimMesher() method Also remove some of the logging spam left in from the last commit. | |||||
2011-07-08 | minor: code tidy up - remove a couple of Console.WriteLine() accidentally ↵ | Justin Clark-Casey (justincc) | 1 | -6/+8 | |
added in the last commit | |||||
2011-07-08 | refactor: Separate the OdeScene class into its own file from OdePlugin.cs, ↵ | Justin Clark-Casey (justincc) | 1 | -79/+41 | |
to improve code readability | |||||
2011-07-08 | minor: commented out log lines for future use and very small code tidy | Justin Clark-Casey (justincc) | 1 | -0/+2 | |
2011-06-29 | Allow physics proxy generation for meshes using new asset format. | dahlia | 1 | -1/+4 | |
Fix an invalid cast exception while decoding new mesh asset format. | |||||
2011-04-12 | force mesh proxy for simple box prims with path cut | dahlia | 1 | -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. | |||||
2010-06-19 | Hunting for the problem in #4777 | Diva Canto | 1 | -0/+1 | |
2010-06-19 | Reverting my last two commits, putting back Melanie's exception handler. ↵ | Diva Canto | 1 | -1/+10 | |
Doesn't solve #4777. | |||||
2010-06-19 | Reinstated the behavior of AddPrimShape *exactly* as it was as of December. ↵ | Diva Canto | 1 | -10/+1 | |
Trying to fix mantis #4777 | |||||
2010-06-19 | Reinstated the behavior of AddPrimShape as it was as of December. Trying to ↵ | Diva Canto | 1 | -0/+1 | |
fix mantis #4777 | |||||
2010-06-18 | Remove an error in meshing error reporting. Now doesn't double-bomb | Melanie | 1 | -1/+1 | |
anymore on a bad sculpt | |||||
2010-06-12 | Log and eat sculpt meshing exceptions caused by bad jp2 data. | Melanie | 1 | -1/+12 | |
2010-01-04 | Formatting cleanup. Add copyright headers. | Jeff Ames | 1 | -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=4390 | Teravus 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. | |||||
2009-11-09 | Following 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 | |||||
2009-11-03 | minor: remove some mono compiler warnings | Justin Clark-Casey (justincc) | 1 | -3/+3 | |
2009-10-29 | * Log progress messages when loading OAR files with a lot of assets | John Hurliman | 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 | |||||
2009-10-28 | Always send a time dilation of 1.0 while we debug rubberbanding issues | John Hurliman | 1 | -1/+2 | |
2009-10-28 | Limit physics time dilation to 1.0 | John Hurliman | 1 | -1/+1 | |
2009-10-28 | * Reduce the velocity tolerance on sending terse updates to avoid slowly ↵ | John Hurliman | 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 | |||||
2009-10-28 | Fixed a bad check on velocity in the ODE near() callback (it was only ↵ | John Hurliman | 1 | -3/+3 | |
checking for velocity in certain directions, and was calling the get_Velocity() function three times) | |||||
2009-10-27 | Move the calculation of time dilation from the scene to the physics engine. ↵ | John Hurliman | 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 | |||||
2009-10-26 | Experimental change of PhysicsVector to Vector3. Untested | John Hurliman | 1 | -28/+22 | |
2009-10-26 | Do case-insensitive comparisons on region names in LLStandaloneLoginModule | John Hurliman | 1 | -2/+2 | |
2009-10-26 | * Changed the watchdog timer to improve the speed of UpdateThread(), only ↵ | John Hurliman | 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 |