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* | Merge commit '5515c45e3b42497f64f8e5846697471b1de952c5' into bigmergeMelanie2011-10-252-1/+3
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| * minor: method doc to explain a lock of OdeLockJustin Clark-Casey (justincc)2011-10-182-1/+3
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* | Merge commit '71d221cdc090cdedf371ead534421bb7074908cd' into bigmergeMelanie2011-10-254-97/+81
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| * Remove the unused CollisionLocker from ODEJustin Clark-Casey (justincc)2011-10-184-97/+81
| | | | | | | | Despite its name, this wasn't actually being used in any collision checking
* | Merge commit '0c041ce12f393367e2754e88d9b8dad5e45f88c4' into bigmergeMelanie2011-10-251-0/+1
|\ \ | |/ | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/ScenePresence.cs
| * Implement osNpcSit(). This is still in development so don't trust itJustin Clark-Casey (justincc)2011-10-171-0/+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 bigmergeMelanie2011-10-252-53/+36
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| * reduce access to ODECharacter methods to make code analysis easier. ↵Justin Clark-Casey (justincc)2011-10-152-54/+36
| | | | | | | | Eliminate redundant argument on ProcessTaints()
* | Merge commit '9cc2694776e261868138c325a82ce5481c2908ec' into bigmergeMelanie2011-10-251-19/+17
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| * restrict unnecessary access levels on ODEPrim fields/propertiesJustin Clark-Casey (justincc)2011-10-151-19/+17
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* | Merge commit 'f2132329a358db2c66c29501d35ef54eae8d6eed' into bigmergeMelanie2011-10-252-128/+195
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| * refactor: make methods that do not need to be public in ODE private or ↵Justin Clark-Casey (justincc)2011-10-152-128/+195
| | | | | | | | internal to aid code reading/analysis. Remove some unused method arguments
* | Merge commit '4bfc2f5cdea4b739110cae3b37945d88ad527334' into bigmergeMelanie2011-10-251-1/+1
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| * Change hardcoded ODE total frame time to match the default total frame time ↵Justin Clark-Casey (justincc)2011-10-141-1/+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 bigmergeMelanie2011-10-251-6/+10
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| * More method doc and formatting changes. Makes DestroyOdeStructures() privateJustin Clark-Casey (justincc)2011-10-131-6/+10
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* | Merge commit '227db07f2ff8a1ba840a0d3018bb242a34d6038f' into bigmergeMelanie2011-10-251-90/+57
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| * refactor: move 3x copy/pasted ode structure removal code in ODECharacter ↵Justin Clark-Casey (justincc)2011-10-131-90/+57
| | | | | | | | | | | | into a DestroyOdeStructures() method also adds some method doc
* | Merge commit '9090039324ecc45bf1005e719f61a80f0187cb73' into bigmergeMelanie2011-10-121-3/+0
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| * Remove unused local variable i from OdeScene.Simulate()Justin Clark-Casey (justincc)2011-10-051-3/+0
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* | Merge commit '1e798136c3458b8255fcb6341713bf9dbb689f4b' into bigmergeMelanie2011-10-111-2/+2
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| * adjust some whitespace to trigger another build, to check the last failure ↵Justin Clark-Casey (justincc)2011-09-171-2/+2
| | | | | | | | was just a glitch
* | Merge commit '6f542f73d4aacc0b92c2ebcff84b4ce2c8d9433b' into bigmergeMelanie2011-10-111-6/+13
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| * Stop the avatar stalling on its first boarder cross when using the ODE pluginJustin Clark-Casey (justincc)2011-09-161-6/+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 1Tom2011-09-045-569/+683
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| * If SP.MoveToTarget has been called with a force walk, begin by landing the ↵Justin Clark-Casey (justincc)2011-08-111-1/+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)2011-08-101-0/+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)2011-08-011-11/+5
| | | | | | | | Fix build break.
| * Instead of preserving old name in geom_name_map in change size or shape, use ↵Justin Clark-Casey (justincc)2011-08-011-7/+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)2011-08-011-12/+12
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| * On geom removal, remove the name from the OdeScene.geom_name_map tooJustin Clark-Casey (justincc)2011-08-011-0/+1
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| * remove the unused ODEPrim.prev_geom fieldJustin Clark-Casey (justincc)2011-08-011-3/+0
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| * When an ODE geom is removed (as when a non-phantom prim is deleted, resized ↵Justin Clark-Casey (justincc)2011-08-011-0/+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 oneJustin Clark-Casey (justincc)2011-08-012-43/+44
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| * minor: add note to RemovePrimThreadLocked() to the effect that it contrary ↵Justin Clark-Casey (justincc)2011-08-012-1/+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)2011-08-011-1/+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 correctionJustin Clark-Casey (justincc)2011-08-011-17/+13
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| * Remove _mesh field since the mesh data no longer needs to be stored after ↵Justin Clark-Casey (justincc)2011-07-311-49/+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)2011-07-312-27/+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.
| * minor: correct method doc for last commitJustin Clark-Casey (justincc)2011-07-311-1/+1
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| * refactor: rename CreateGeom _mesh argument to mesh, so as to not confuse ↵Justin Clark-Casey (justincc)2011-07-311-3/+3
| | | | | | | | this with the pre-existing _mesh field
| * minor: method docJustin Clark-Casey (justincc)2011-07-312-4/+20
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| * Refactor: Replace instances of m_isphysical with IsPhysical rather than have ↵Justin Clark-Casey (justincc)2011-07-301-33/+40
| | | | | | | | | | | | some code reference the private var and other the public var without any functionality difference. Add some method doc to IsPhysical
| * refactor: Rename ODEPrim.ParentPrim() to AddChildPrim() for code readabilityJustin Clark-Casey (justincc)2011-07-301-11/+14
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| * minor: remove mono compiler warnings, some code spacing adjustmentsJustin Clark-Casey (justincc)2011-07-303-7/+8
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| * minor: Add method doc to collision subscription methods. Change method case ↵Justin Clark-Casey (justincc)2011-07-303-7/+26
| | | | | | | | to reflect OpenSim standards.
| * fix extremely minor Ode bug where the _taintedPrimL list would always be ↵Justin Clark-Casey (justincc)2011-07-291-3/+14
| | | | | | | | cleared on every OdeScene.Simulate() even if it was already empty.
| * refactor: Move another chunk of ninja code out of the OdeScene.Simulate() ↵Justin Clark-Casey (justincc)2011-07-291-28/+36
| | | | | | | | loop for consistency and readability.
| * refactor: Simplify reading OdeScene.Simulate() loop by shunting all the ↵Justin Clark-Casey (justincc)2011-07-291-182/+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.
| * refactor: unindent the OdeScene.Simulate() loop to ignore the long commented ↵Justin Clark-Casey (justincc)2011-07-291-270/+274
| | | | | | | | | | | | out ifs and locks This is to make it more readable.