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* Comment out accidentally left in "Adding physics prim" log messageJustin Clark-Casey (justincc)2011-12-161-1/+1
* Stop pointlessly setting the m_colliderarr[] to false in the ODECharacter con...Justin Clark-Casey (justincc)2011-12-151-5/+0
* Stop having to call SetHeight again in ScenePresence.AddToPhysicalScene() whe...Justin Clark-Casey (justincc)2011-12-151-16/+22
* Code cleanup related to ScenePresence.PhysicsActor and OdeScene/OdeCharacterJustin Clark-Casey (justincc)2011-12-152-8/+24
* minor: add some currently commented log lines for use in debuggingJustin Clark-Casey (justincc)2011-12-141-1/+8
* Simplify some manipulation of _taintedActors in OdeSceneJustin Clark-Casey (justincc)2011-12-141-13/+6
* Eliminate _taintedPrimsH and _taintedPrimsL (and _taintedPrimLock) in favour ...Justin Clark-Casey (justincc)2011-12-141-45/+14
* minor: remove pointless comment from OdeScene.csJustin Clark-Casey (justincc)2011-12-121-2/+1
* remove some mono compiler warningsJustin Clark-Casey (justincc)2011-11-252-7/+7
* Log error if we attempt to add/remove an OdeCharacter from the _characters li...Justin Clark-Casey (justincc)2011-11-221-23/+33
* Stop removing actor from the hash maps in OdeScene.RemoveCharacter() since th...Justin Clark-Casey (justincc)2011-11-221-6/+1
* Comment out uncalled OdeScene.UnCombine()Justin Clark-Casey (justincc)2011-11-221-58/+58
* slightly simplify OdeScene.Simulate() by removing bool processtaints, since w...Justin Clark-Casey (justincc)2011-11-223-141/+128
* Slightly improve "Unable to space collide" logging message, though I don't th...Justin Clark-Casey (justincc)2011-11-211-1/+2
* Get rid of OdeCharacter != null checks since OdeScene._characters can never c...Justin Clark-Casey (justincc)2011-11-211-17/+4
* remove unnecessary OdeScene._activeprims locking. Code is single-threadedJustin Clark-Casey (justincc)2011-11-211-53/+46
* Restore defects list. In hindsight, the reason for this is becuase we can't ...Justin Clark-Casey (justincc)2011-11-212-92/+112
* simplify operation of OdeScene._perloopContactJustin Clark-Casey (justincc)2011-11-211-45/+51
* don't bother locking OdeScene._perloopContact in single threaded codeJustin Clark-Casey (justincc)2011-11-211-47/+42
* don't lock OdeScene.contacts since only ever accessed by a single threadJustin Clark-Casey (justincc)2011-11-211-10/+24
* rename ODECharacter.AvatarGeomAndBodyCreation() -> CreateOdeStructures() to m...Justin Clark-Casey (justincc)2011-11-211-8/+10
* refactor: Eliminate one line ODECharacter.doForce() method for code clarityJustin Clark-Casey (justincc)2011-11-211-15/+3
* Comment out calls to OdeScene.waitForSpaceUnlock() since that method does not...Justin Clark-Casey (justincc)2011-11-213-23/+24
* Reduce complexity of OdeScene.Simulate() by fully removing bad characters at ...Justin Clark-Casey (justincc)2011-11-212-70/+29
* move geom/actor map maintenance into DestroyODEStructures()/AvatarGeomAndBody...Justin Clark-Casey (justincc)2011-11-212-10/+9
* When changing avatar size in ODE, remove the old actor from the name and acto...Justin Clark-Casey (justincc)2011-11-212-8/+14
* When an ODECharacter is removed (e.g. when an avatar leaves a scene), remove ...Justin Clark-Casey (justincc)2011-11-212-10/+23
* Have ODECharacter and ODEPrim both use PhysicsActor.Name instead of maintaini...Justin Clark-Casey (justincc)2011-11-212-9/+5
* Instead of generating a new list for bad characters on every physics pass, ke...Justin Clark-Casey (justincc)2011-11-211-3/+12
* Stop OdePrim and OdeCharacter insanely overriding set LocalID to set their ow...Justin Clark-Casey (justincc)2011-11-165-35/+19
* Instead of having scene add/remove collision events directly to the OdeScene ...Justin Clark-Casey (justincc)2011-11-151-20/+38
* use a more efficient dictionary in OdeScene._collisionEventPrim rather than a...Justin Clark-Casey (justincc)2011-11-151-7/+4
* Add comment for experimental effect of removing the Thread.Sleep(20) in ODEPr...Justin Clark-Casey (justincc)2011-11-042-1/+4
* Stop llPushObject() from causing problems by adding force via a taint rather ...Justin Clark-Casey (justincc)2011-11-041-2/+25
* Add taint target velocity for ODECharacters as is already done for ODECharact...Justin Clark-Casey (justincc)2011-10-291-7/+12
* tidy up OdeCharacter so that we just use OpenMetaverse.Vector3 assignment dir...Justin Clark-Casey (justincc)2011-10-291-51/+39
* Move position set from taint to logically better position at top of ODECharac...Justin Clark-Casey (justincc)2011-10-291-12/+12
* Stop setting _position as well as m_taint_position in ODECharacter.PositionJustin Clark-Casey (justincc)2011-10-291-4/+1
* Fix a bug I introduced yesterday in ODE physics where prim scripts would only...Justin Clark-Casey (justincc)2011-10-271-1/+22
* Clear OdeCharacter CollisionEventUpdate when we subscribe or unsubscribe from...Justin Clark-Casey (justincc)2011-10-251-0/+2
* Remove unused fields from CollisionEventUpdateJustin Clark-Casey (justincc)2011-10-252-2/+2
* When sending object collision updates, don't null out and recreate the Collis...Justin Clark-Casey (justincc)2011-10-251-13/+3
* For ScenePresence collision events, instead of creating a new CollisionEvents...Justin Clark-Casey (justincc)2011-10-251-5/+3
* Fix bug where collision event listeners were not removed once the listener ha...Justin Clark-Casey (justincc)2011-10-251-4/+5
* minor: rename a parameter in OdeScene.Simulate() from actor -> prim since it'...Justin Clark-Casey (justincc)2011-10-251-4/+4
* very minor removal of old commented out line of code in OdeSceneJustin Clark-Casey (justincc)2011-10-211-5/+3
* remove unnecessary null check on _collisionEventPrimJustin Clark-Casey (justincc)2011-10-201-3/+0
* Get OdeScene to use passed in time step rather than hard-coded 0.089Justin Clark-Casey (justincc)2011-10-201-22/+23
* For now, stop passing timeStep into methods where it's not actually used.Justin Clark-Casey (justincc)2011-10-202-13/+5
* Temporarily put in log lines to record time taken to set terrain in OdeScene.Justin Clark-Casey (justincc)2011-10-181-0/+6