Commit message (Collapse) | Author | Age | Files | Lines | |
---|---|---|---|---|---|
* | Merge branch 'master' into careminster | Melanie | 2009-11-24 | 1 | -1/+1 |
|\ | |||||
| * | * Resolves mantis 4390 http://opensimulator.org/mantis/view.php?id=4390 | Teravus Ovares (Dan Olivares) | 2009-11-23 | 1 | -1/+1 |
| | | |||||
* | | Merge branch 'master' into careminster | Melanie | 2009-11-23 | 2 | -4/+38 |
|\ \ | |/ | |||||
| * | * 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. | ||||
| * | * Added missing lock to m_forcelist when AddForce is called. When a user ↵ | Teravus Ovares (Dan Olivares) | 2009-11-22 | 1 | -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 careminster | Melanie | 2009-11-21 | 1 | -1/+12 |
|\ \ | |/ | |||||
| * | * Fixes the second of two terse update issues. Physical objects should react ↵ | Teravus Ovares (Dan Olivares) | 2009-11-21 | 1 | -0/+3 |
| | | | | | | | | normally again. | ||||
| * | * Fixes one of two terse update issues. There's still one left, but this ↵ | Teravus Ovares (Dan Olivares) | 2009-11-21 | 1 | -1/+9 |
| | | | | | | | | one fixes the situation where the object on the server is moving but no updates are being sent. | ||||
* | | Clean up messages in ODE | KittoFlora | 2009-11-19 | 2 | -4/+4 |
| | | |||||
* | | Fix merge conflicts | KittoFlora | 2009-11-16 | 1 | -7/+0 |
| | | |||||
* | | Merge branch 'careminster' into tests | KittoFlora | 2009-11-16 | 4 | -87/+109 |
|\ \ | |/ | |||||
| * | 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 | 3 | -72/+94 |
| |\ | |||||
| | * | * Log progress messages when loading OAR files with a lot of assets | John Hurliman | 2009-10-29 | 3 | -64/+71 |
| | | | | | | | | | | | | | | | * 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 |
| | | | |||||
| | * | Limit physics time dilation to 1.0 | John Hurliman | 2009-10-28 | 1 | -1/+1 |
| | | | |||||
| | * | * 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 | 3 | -17/+17 |
| |/ | |||||
* | | Merge branch 'vehicles' into tests | KittoFlora | 2009-10-27 | 5 | -239/+264 |
|\ \ | |/ | | | | | | | | | | | Conflicts: OpenSim/Region/Physics/Manager/PhysicsActor.cs OpenSim/Region/Physics/OdePlugin/ODEPrim.cs | ||||
| * | Experimental change of PhysicsVector to Vector3. Untested | John Hurliman | 2009-10-26 | 5 | -229/+209 |
| | | |||||
| * | No need to create dupe TriMeshData for ODE. A previous patch created a ↵ | Dan Lake | 2009-10-26 | 1 | -6/+14 |
| | | | | | | | | dictionary to store unique meshes in Meshmerizer based on creation params. This patch contains a dictionary to map each of those unique meshes to its ODE TriMeshData. This eliminated hundreds of megabytes of memory consumption in the unmanaged heap when there are lots of the same prim (roof tiles, bricks, siding, decks, chairs, etc). The objects do not need to be physical to benefit from this patch. | ||||
| * | Do case-insensitive comparisons on region names in LLStandaloneLoginModule | John Hurliman | 2009-10-26 | 1 | -2/+2 |
| | | |||||
| * | * 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 | ||||
| * | * Moved Copyrights above the comments in ODEPrim and ODEDynamics so they're ↵ | Teravus Ovares (Dan Olivares) | 2009-10-22 | 2 | -26/+28 |
| | | | | | | | | consistent with the rest (and so chi11ken's auto copyright adding script doesn't duplicate the copyright. | ||||
| * | Commented out instrumentation in ODEPrim.cs | KittoFlora | 2009-10-22 | 1 | -0/+8 |
| | | |||||
* | | llRotLookAt Pt 2 | KittoFlora | 2009-10-27 | 2 | -37/+52 |
| | | |||||
* | | Add llRotLookat pt1. | KittoFlora | 2009-10-26 | 3 | -23/+86 |
| | | |||||
* | | Commented out instrumentation in ODEPrim.cs | KittoFlora | 2009-10-22 | 1 | -0/+8 |
|/ | |||||
* | Merge branch 'master' into vehicles | Melanie | 2009-10-22 | 2 | -6/+18 |
|\ | |||||
| * | * Removing ODEPrim and ODECharacter GetHashCode() overrides since they were ↵ | John Hurliman | 2009-10-20 | 2 | -10/+0 |
| | | | | | | | | | | | | based on something that could change * Tweaked a few other GetHashCode() overrides to bring them in line with MSDN recommendations | ||||
| * | 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 |
| | | | |||||
| | * | More instrumentation in physics. | Diva Canto | 2009-10-19 | 1 | -0/+2 |
| | | | |||||
| * | | Merge branch 'master' of ssh://opensimulator.org/var/git/opensim into ↵ | John Hurliman | 2009-10-19 | 2 | -3/+3 |
| |\ \ | | |/ | |/| | | | | prioritization | ||||
| * | | A bit of instrumentation to figure out what's going on with physics actors. | Diva Canto | 2009-10-18 | 2 | -1/+14 |
| | | | |||||
* | | | Merge branch 'master' into vehicles | Melanie | 2009-10-19 | 3 | -5/+47 |
|\ \ \ | | |/ | |/| | |||||
| * | | Formatting cleanup. | Jeff Ames | 2009-10-19 | 2 | -3/+3 |
| | | | |||||
| * | | * One more tweak to inform the user that they may not be able to move until ↵ | Teravus Ovares (Dan Olivares) | 2009-10-16 | 1 | -1/+1 |
| | | | | | | | | | | | | relogging. | ||||
| * | | * After seeing it repeat over and over again.. again, We won't inform the ↵ | Teravus Ovares (Dan Olivares) | 2009-10-16 | 1 | -1/+1 |
| |/ | | | | | | | scenepresence that there was an issue so it doesn't try to make the capsule again. I have a feeling that this is some kind of object leak. We'll know for sure.. soon. | ||||
| * | * One more attempt at the NullRef In The OdePlugin. This might fix it, but ↵ | Teravus Ovares (Dan Olivares) | 2009-10-16 | 2 | -1/+22 |
| | | | | | | | | it will definitely get us closer to the root cause. | ||||
| * | * Added a message for when the null reference exception occurs to make ↵ | Teravus Ovares (Dan Olivares) | 2009-10-16 | 1 | -3/+4 |
| | | | | | | | | debugging easier. Without this, from the user's perspective.. they cannot move, fly or otherwise do anything physical and without a message on the console, it would be hard to tell that this is what is occurring. | ||||
| * | * A hacky attempt at resolving mantis #4260. I think ODE was unable to ↵ | Teravus Ovares (Dan Olivares) | 2009-10-16 | 1 | -2/+22 |
| | | | | | | | | | | | | allocate memory, and therefore the unmanaged wrapper call fails or worse.. there's some unmanaged resource accounting in the ODEPlugin for ODECharacter that isn't being done properly now. * The broken avatar may not be able to move, but it won't stop simulate from pressing on now. And, the simulator will try to destroy the avatar's physics proxy and recreate it again... but if this is what I think it is, it may not help. | ||||
* | | Merge branch 'master' into vehicles | Melanie | 2009-10-12 | 1 | -1/+1 |
|\ \ | |/ | |||||
| * | Optimize ODE mesh by removing sleep. On a region with 100,000 prims and ODE ↵ | unknown | 2009-10-12 | 1 | -1/+1 |
| | | | | | | | | enabled, the first Heartbeat loop call to UpdatePhysics takes 20 minutes. 75% of that time is spent in this sleep. (100k prims * 10ms) | ||||
* | | Merge branch 'master' into vehicles | Melanie | 2009-10-12 | 2 | -2/+17 |
|\ \ | |/ | |||||
| * | * comment out the velocity test, using updates every 500 ms as set in ↵ | Teravus Ovares (Dan Olivares) | 2009-10-10 | 1 | -0/+3 |
| | | | | | | | | | | | | | | ScenePresence.AddToPhysicalScene. * This causes time to be counted in ODECharacter and, when a collision occurs, the physics scene will report the collisions only if the the difference of last time it reported the collisions from now was more then the set ms. * This is cool because the time accrues while collisions are not taking place and when they do take place again, you get an immediate update. | ||||
| * | * Make ODECharacter respect the scene's requested collision update time | Teravus Ovares (Dan Olivares) | 2009-10-10 | 2 | -2/+14 |
| | | | | | | | | * Set the Scene collision update time to 500 ms |