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* | | Merge branch 'master' into bigmerge | Melanie | 2011-10-30 | 1 | -68/+58 | |
|\ \ | |/ | | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | |||||
| * | Add taint target velocity for ODECharacters as is already done for ↵ | Justin Clark-Casey (justincc) | 2011-10-29 | 1 | -7/+12 | |
| | | | | | | | | | | | | | | ODECharacter position and position and velocity for ODEPrims. This is to help stop surprises if the velocity is set in the middle of physics calculations, though this probably isn't a huge problem. It's more for consistency and for the next step of removing some scene locks | |||||
| * | tidy up OdeCharacter so that we just use OpenMetaverse.Vector3 assignment ↵ | Justin Clark-Casey (justincc) | 2011-10-29 | 1 | -51/+39 | |
| | | | | | | | | | | | | directly where possible, instead of transferring X, Y and Z components separately some of this is probably a hold over from using ODE.Vector3, which is still necessary in some places. | |||||
| * | Move position set from taint to logically better position at top of ↵ | Justin Clark-Casey (justincc) | 2011-10-29 | 1 | -12/+12 | |
| | | | | | | | | ODECharacter.ProcessTaints() though this makes no practical difference | |||||
| * | Stop setting _position as well as m_taint_position in ODECharacter.Position | Justin Clark-Casey (justincc) | 2011-10-29 | 1 | -4/+1 | |
| | | | | | | | | | | setting position at the same time as taint appears to undermine the whole purpose of taint testing doesn't reveal any obvious regressions in doing this | |||||
* | | Merge branch 'master' into bigmerge | Melanie | 2011-10-27 | 1 | -1/+22 | |
|\ \ | |/ | | | | | | | | | | | | | | | Conflicts: OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | |||||
| * | Fix a bug I introduced yesterday in ODE physics where prim scripts would ↵ | Justin Clark-Casey (justincc) | 2011-10-27 | 1 | -1/+22 | |
| | | | | | | | | only receive the very first collision. | |||||
* | | Merge branch 'master' into bigmerge | Melanie | 2011-10-26 | 3 | -28/+19 | |
|\ \ | |/ | | | | | | | Conflicts: OpenSim/Framework/Watchdog.cs | |||||
| * | Clear OdeCharacter CollisionEventUpdate when we subscribe or unsubscribe ↵ | Justin Clark-Casey (justincc) | 2011-10-25 | 1 | -0/+2 | |
| | | | | | | | | from collision events | |||||
| * | Remove unused fields from CollisionEventUpdate | Justin Clark-Casey (justincc) | 2011-10-25 | 2 | -2/+2 | |
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| * | When sending object collision updates, don't null out and recreate the ↵ | Justin Clark-Casey (justincc) | 2011-10-25 | 1 | -13/+3 | |
| | | | | | | | | CollisionEventUpdate() if the number of collisions falls to zero. Reuse the existing one instead. | |||||
| * | For ScenePresence collision events, instead of creating a new ↵ | Justin Clark-Casey (justincc) | 2011-10-25 | 1 | -5/+3 | |
| | | | | | | | | | | | | CollisionEventsThisFrame every time we need to send some new ones, reuse the existing one instead. This assumes that the listener is using the data synchronously, which is currently the case. | |||||
| * | Fix bug where collision event listeners were not removed once the listener ↵ | Justin Clark-Casey (justincc) | 2011-10-25 | 1 | -4/+5 | |
| | | | | | | | | | | | | | | had gone away. This was causing continuous use of temporary memory even when all avatars had left the scene. Memory does leak but it does cause more calls to the garbage collector, which would pause the scene thread for a very short while during collection. | |||||
| * | minor: rename a parameter in OdeScene.Simulate() from actor -> prim since ↵ | Justin Clark-Casey (justincc) | 2011-10-25 | 1 | -4/+4 | |
| | | | | | | | | it's an OdePrim | |||||
* | | Merge commit '4241ee5dfab99d4e247624a2f368a8a931d2e54c' into bigmerge | Melanie | 2011-10-25 | 1 | -5/+3 | |
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| * | very minor removal of old commented out line of code in OdeScene | Justin Clark-Casey (justincc) | 2011-10-21 | 1 | -5/+3 | |
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* | | Merge commit '30fe66d3ab534422407415817b570a66096c543b' into bigmerge | Melanie | 2011-10-25 | 1 | -3/+0 | |
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| * | remove unnecessary null check on _collisionEventPrim | Justin Clark-Casey (justincc) | 2011-10-20 | 1 | -3/+0 | |
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* | | Merge commit '9c430208769ab7fd7877093e278e8fcae02ecef3' into bigmerge | Melanie | 2011-10-25 | 1 | -22/+23 | |
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| * | 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 | |
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| * | For now, stop passing timeStep into methods where it's not actually used. | Justin Clark-Casey (justincc) | 2011-10-20 | 2 | -13/+5 | |
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* | | Merge commit '581885da75c57250201b34e2d585d32c8f07089a' into bigmerge | Melanie | 2011-10-25 | 1 | -0/+6 | |
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| * | Temporarily put in log lines to record time taken to set terrain in OdeScene. | Justin Clark-Casey (justincc) | 2011-10-18 | 1 | -0/+6 | |
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* | | Merge commit '03202ada2918c0c0837e8de50e3a0436e4407c91' into bigmerge | Melanie | 2011-10-25 | 1 | -2/+5 | |
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| * | Store scene identifier passed in to OdeScene for later debug messages | Justin Clark-Casey (justincc) | 2011-10-18 | 1 | -2/+5 | |
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* | | Merge commit '1d4cd76e8a8c64da71fc384ff9c654d7f4f849c1' into bigmerge | Melanie | 2011-10-25 | 1 | -16/+13 | |
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| * | 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 | |
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| * | 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 | |
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| * | minor: method doc to explain a lock of OdeLock | Justin Clark-Casey (justincc) | 2011-10-18 | 2 | -1/+3 | |
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* | | Merge commit '71d221cdc090cdedf371ead534421bb7074908cd' into bigmerge | Melanie | 2011-10-25 | 4 | -97/+81 | |
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| * | 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 | |
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| * | 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 | |
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| * | restrict unnecessary access levels on ODEPrim fields/properties | Justin Clark-Casey (justincc) | 2011-10-15 | 1 | -19/+17 | |
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* | | Merge commit 'f2132329a358db2c66c29501d35ef54eae8d6eed' into bigmerge | Melanie | 2011-10-25 | 2 | -128/+195 | |
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| * | 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 | |
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| * | 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 | |
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| * | More method doc and formatting changes. Makes DestroyOdeStructures() private | Justin Clark-Casey (justincc) | 2011-10-13 | 1 | -6/+10 | |
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* | | Merge commit '227db07f2ff8a1ba840a0d3018bb242a34d6038f' into bigmerge | Melanie | 2011-10-25 | 1 | -90/+57 | |
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| * | 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 | |
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| * | Remove unused local variable i from OdeScene.Simulate() | Justin Clark-Casey (justincc) | 2011-10-05 | 1 | -3/+0 | |
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