Commit message (Collapse) | Author | Age | Files | Lines | ||
---|---|---|---|---|---|---|
... | ||||||
| * | Get OdeScene to use passed in time step rather than hard-coded 0.089 | Justin Clark-Casey (justincc) | 2011-10-20 | 1 | -22/+23 | |
| | | | | | | | | However, I still don't recommend changing MinFrameTime from 0.089, high values do not work well and lower values don't seem to make much difference | |||||
* | | Merge commit 'b63ec987b0a1692da4c5e84facf0ea149d4cfe90' into bigmerge | Melanie | 2011-10-25 | 2 | -13/+5 | |
|\ \ | |/ | ||||||
| * | For now, stop passing timeStep into methods where it's not actually used. | Justin Clark-Casey (justincc) | 2011-10-20 | 2 | -13/+5 | |
| | | ||||||
* | | Merge commit '581885da75c57250201b34e2d585d32c8f07089a' into bigmerge | Melanie | 2011-10-25 | 1 | -0/+6 | |
|\ \ | |/ | ||||||
| * | Temporarily put in log lines to record time taken to set terrain in OdeScene. | Justin Clark-Casey (justincc) | 2011-10-18 | 1 | -0/+6 | |
| | | ||||||
* | | Merge commit '03202ada2918c0c0837e8de50e3a0436e4407c91' into bigmerge | Melanie | 2011-10-25 | 1 | -2/+5 | |
|\ \ | |/ | ||||||
| * | Store scene identifier passed in to OdeScene for later debug messages | Justin Clark-Casey (justincc) | 2011-10-18 | 1 | -2/+5 | |
| | | ||||||
* | | Merge commit '1d4cd76e8a8c64da71fc384ff9c654d7f4f849c1' into bigmerge | Melanie | 2011-10-25 | 1 | -16/+13 | |
|\ \ | |/ | ||||||
| * | Don't bother taking OdeLock during OdeScene construction, since there can be ↵ | Justin Clark-Casey (justincc) | 2011-10-18 | 1 | -16/+13 | |
| | | | | | | | | no contention until the object is constructed. | |||||
* | | Merge commit 'f10a824e47549806c1fa647c4e9fba4c8cf6ad13' into bigmerge | Melanie | 2011-10-25 | 1 | -18/+13 | |
|\ \ | |/ | ||||||
| * | 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 | 2 | -1/+3 | |
|\ \ | |/ | ||||||
| * | minor: method doc to explain a lock of OdeLock | Justin Clark-Casey (justincc) | 2011-10-18 | 2 | -1/+3 | |
| | | ||||||
* | | Merge commit '71d221cdc090cdedf371ead534421bb7074908cd' into bigmerge | Melanie | 2011-10-25 | 4 | -97/+81 | |
|\ \ | |/ | ||||||
| * | Remove the unused CollisionLocker from ODE | Justin Clark-Casey (justincc) | 2011-10-18 | 4 | -97/+81 | |
| | | | | | | | | Despite its name, this wasn't actually being used in any collision checking | |||||
* | | Merge commit '0c041ce12f393367e2754e88d9b8dad5e45f88c4' into bigmerge | Melanie | 2011-10-25 | 1 | -0/+1 | |
|\ \ | |/ | | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/ScenePresence.cs | |||||
| * | Implement osNpcSit(). This is still in development so don't trust it | Justin Clark-Casey (justincc) | 2011-10-17 | 1 | -0/+1 | |
| | | | | | | | | | | | | | | | | | | Format is osNpcSit(<npc-uuid>, <target-uuid>, OS_NPC_SIT_IMMEDIATE) e.g. osNpcSit(npc, llGetKey(), OS_NPC_SIT_IMMEDIATE); At the moment, sit only succeeds if the part has a sit target set. NPC immediately sits on the target even if miles away - they do not walk up to it. This method is in development - it may change so please don't trust it yet. Standing will follow shortly since that's kind of important once you're sitting :) | |||||
* | | Merge commit '978fb3d482072d840e6280aa5acd090b67ee6205' into bigmerge | Melanie | 2011-10-25 | 2 | -53/+36 | |
|\ \ | |/ | ||||||
| * | reduce access to ODECharacter methods to make code analysis easier. ↵ | Justin Clark-Casey (justincc) | 2011-10-15 | 2 | -54/+36 | |
| | | | | | | | | Eliminate redundant argument on ProcessTaints() | |||||
* | | Merge commit '9cc2694776e261868138c325a82ce5481c2908ec' into bigmerge | Melanie | 2011-10-25 | 1 | -19/+17 | |
|\ \ | |/ | ||||||
| * | restrict unnecessary access levels on ODEPrim fields/properties | Justin Clark-Casey (justincc) | 2011-10-15 | 1 | -19/+17 | |
| | | ||||||
* | | Merge commit 'f2132329a358db2c66c29501d35ef54eae8d6eed' into bigmerge | Melanie | 2011-10-25 | 2 | -128/+195 | |
|\ \ | |/ | ||||||
| * | refactor: make methods that do not need to be public in ODE private or ↵ | Justin Clark-Casey (justincc) | 2011-10-15 | 2 | -128/+195 | |
| | | | | | | | | internal to aid code reading/analysis. Remove some unused method arguments | |||||
* | | Merge commit '4bfc2f5cdea4b739110cae3b37945d88ad527334' into bigmerge | Melanie | 2011-10-25 | 1 | -1/+1 | |
|\ \ | |/ | ||||||
| * | Change hardcoded ODE total frame time to match the default total frame time ↵ | Justin Clark-Casey (justincc) | 2011-10-14 | 1 | -1/+1 | |
| | | | | | | | | | | | | | | (0.09375 -> 0.089). No apparant ill effects - because the default stepsize is 0.2, there are still 5 physics steps per physics frame. This is a precursor to using the elapsed value passed in (and now changeable in config). | |||||
* | | Merge commit '20da04fd0c909a00c0cdc2585f242e95c868801a' into bigmerge | Melanie | 2011-10-25 | 1 | -6/+10 | |
|\ \ | |/ | ||||||
| * | More method doc and formatting changes. Makes DestroyOdeStructures() private | Justin Clark-Casey (justincc) | 2011-10-13 | 1 | -6/+10 | |
| | | ||||||
* | | Merge commit '227db07f2ff8a1ba840a0d3018bb242a34d6038f' into bigmerge | Melanie | 2011-10-25 | 1 | -90/+57 | |
|\ \ | |/ | ||||||
| * | refactor: move 3x copy/pasted ode structure removal code in ODECharacter ↵ | Justin Clark-Casey (justincc) | 2011-10-13 | 1 | -90/+57 | |
| | | | | | | | | | | | | into a DestroyOdeStructures() method also adds some method doc | |||||
* | | Merge commit '9090039324ecc45bf1005e719f61a80f0187cb73' into bigmerge | Melanie | 2011-10-12 | 1 | -3/+0 | |
|\ \ | |/ | ||||||
| * | Remove unused local variable i from OdeScene.Simulate() | Justin Clark-Casey (justincc) | 2011-10-05 | 1 | -3/+0 | |
| | | ||||||
* | | Merge commit '1e798136c3458b8255fcb6341713bf9dbb689f4b' into bigmerge | Melanie | 2011-10-11 | 1 | -2/+2 | |
|\ \ | |/ | ||||||
| * | 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 | |||||
* | | Merge commit '6f542f73d4aacc0b92c2ebcff84b4ce2c8d9433b' into bigmerge | Melanie | 2011-10-11 | 1 | -6/+13 | |
|\ \ | |/ | ||||||
| * | Stop the avatar stalling on its first boarder cross when using the ODE plugin | Justin Clark-Casey (justincc) | 2011-09-16 | 1 | -6/+13 | |
| | | | | | | | | | | | | When upgrading the previously child agent to a root, the code was setting the Size parameter on the ODECharacter PhysicsActor. This in turn reset Velocity, which cause the border stall. I'm fixing this by commenting out the Velocity = Vector3.Zero lines since they don't appear to play a useful purpose | |||||
* | | Resolve merge commits, stage 1 | Tom | 2011-09-04 | 5 | -569/+683 | |
|\ \ | |/ | ||||||
| * | If SP.MoveToTarget has been called with a force walk, begin by landing the ↵ | Justin Clark-Casey (justincc) | 2011-08-11 | 1 | -1/+5 | |
| | | | | | | | | | | | | avatar. There is a bug here - once an avatar has landed it glides to its new position instead of performing a walk animation | |||||
| * | Add a OS_NPC_LAND_AT_TARGET option to osMoveToTarget() | Justin Clark-Casey (justincc) | 2011-08-10 | 1 | -0/+2 | |
| | | | | | | | | | | | | | | Default for this function is now not to automatically land. This allows better control by scripts when an avatar is going to be landing on a prim rather than the ground. Stopping the avatar involves faking a collision, to avoid the pid controller making it overshoot. A better approach would be to gradually slow the avatar as we near the target | |||||
| * | 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 | |||||
| * | comment out unused code in OdeScene.TriCallback() | Justin Clark-Casey (justincc) | 2011-08-01 | 1 | -12/+12 | |
| | | ||||||
| * | On geom removal, remove the name from the OdeScene.geom_name_map too | Justin Clark-Casey (justincc) | 2011-08-01 | 1 | -0/+1 | |
| | | ||||||
| * | remove the unused ODEPrim.prev_geom field | Justin Clark-Casey (justincc) | 2011-08-01 | 1 | -3/+0 | |
| | | ||||||
| * | 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 | 2 | -43/+44 | |
| | | ||||||
| * | minor: add note to RemovePrimThreadLocked() to the effect that it contrary ↵ | Justin Clark-Casey (justincc) | 2011-08-01 | 2 | -1/+4 | |
| | | | | | | | | 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. | |||||
| * | minor: indentation correction | Justin Clark-Casey (justincc) | 2011-08-01 | 1 | -17/+13 | |
| | | ||||||
| * | 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 | 2 | -27/+5 | |
| | | | | | | | | | | | | 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. |