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* Merge branch 'master' into careminsterMelanie2012-11-301-0/+5
|\ | | | | | | | | | | Conflicts: OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs OpenSim/Region/Physics/Meshing/Meshmerizer.cs
| * Stop logging spurious asset data for {0} is zero length error for sculpts/meshJustin Clark-Casey (justincc)2012-11-281-0/+5
| | | | | | | | | | | | | | | | ODEPrim, for instance, always hits this code path twice at the moment Firstly before any sculpt data has been loaded (hence the spurious message) Secondly when any sculpt data has been loaded or failed to load (when the message would be valid). Hence comment this out and rely on the message in ODEPrim.MeshAssetReceived() instead (though this is not ideal since it requires all physics plugins to copy/paste similar code).
* | Merge branch 'master' into careminsterMelanie2012-11-251-1/+2
|\ \ | |/ | | | | | | | | Conflicts: OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
| * Consistenly make NUnit test cases inherit from OpenSimTestCase which ↵Justin Clark-Casey (justincc)2012-11-241-1/+2
| | | | | | | | automatically turns off any logging enabled between tests
* | Merge branch 'master' into careminsterMelanie2012-11-151-2/+2
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| * Added AssemblyInfos to every dll in the OpenSim.Region namespace.Diva Canto2012-11-141-1/+1
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| * Updated all existing AssemblyVersions's to 0.7.5.*. Many DLLs still don't ↵Diva Canto2012-11-131-1/+1
| | | | | | | | have an AssemblyInfo file.
* | Merge branch 'master' into careminsterMelanie2012-11-091-1/+15
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| * ODECharacter overrides TargetVelocity. No change to existing behaviorDan Lake2012-11-081-1/+15
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* | Merge branch 'master' into careminsterMelanie2012-10-311-1/+7
|\ \ | |/ | | | | | | | | Conflicts: OpenSim/Framework/ChildAgentDataUpdate.cs OpenSim/Region/Framework/Scenes/ScenePresence.cs
| * Log warning if mesh/sculpt asset couldn't be found by ↵Justin Clark-Casey (justincc)2012-10-301-0/+6
| | | | | | | | | | | | ODEPrim.MeshAssetReceived() callback. Presumably this is now more useful if the false positive from the old method of loading mesh assets have been eliminated.
| * Add asset != null check to ODEPrim.MeshAssetReceived instead of throwing ↵Justin Clark-Casey (justincc)2012-10-301-1/+1
| | | | | | | | | | | | exception. In some cases (such as failure to receive response from asset service), it is possible for a null to be returned from IAssetService.Get(string, object, AssetRetrieved).
* | Merge branch 'master' into careminsterMelanie2012-10-301-3/+2
|\ \ | |/ | | | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/SceneObjectPart.cs OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
| * Make MeshAssetReceived private.Justin Clark-Casey (justincc)2012-10-301-1/+1
| | | | | | | | Keep methods private unless they need to be opened up to external callers. Reduces analysis complexity.
| * correct ODEPrim.MeshAssetReveived -> MeshAssetReceivedJustin Clark-Casey (justincc)2012-10-301-3/+2
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* | Merge branch 'avination' into careminsterMelanie2012-10-281-7/+13
|\ \ | | | | | | | | | | | | Conflicts: OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
| * | [UNTESTED] core Ode: let broken mesh physical prims collide with land asUbitUmarov2012-10-191-6/+11
| | | | | | | | | | | | the defaul basic box so they don't go off world.
| * | [UNTESTED] core Ode: stop trying to load a broken asset. Make brokenUbitUmarov2012-10-191-21/+97
| | | | | | | | | | | | assets behave like phantom by Nebadon request
* | | Merge branch 'master' into careminsterMelanie2012-10-231-12/+14
|\ \ \ | | |/ | |/| | | | | | | Conflicts: OpenSim/Framework/LandData.cs
| * | minor: remove unnecessary bit of method doc from ↵Justin Clark-Casey (justincc)2012-10-201-3/+0
| | | | | | | | | | | | OdePrim.BadMeshAssetCollideBits that monodevelop inserted automatically
| * | Fix minor issues from commit 28483150Justin Clark-Casey (justincc)2012-10-201-12/+17
| | | | | | | | | | | | Fix spelling of collide, change to more self-documenting property BadMeshAssetCollideBits, add method doc, change to private to reduce code analysis complexity
* | | Merge branch 'master' into careminsterMelanie2012-10-191-6/+11
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| * | [UNTESTED] core Ode: let broken mesh physical prims collide with land asUbitUmarov2012-10-191-6/+11
| | | | | | | | | | | | the defaul basic box so they don't go off world.
* | | Merge branch 'master' into careminsterMelanie2012-10-191-21/+97
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| * | [UNTESTED] core Ode: stop trying to load a broken asset. Make brokenUbitUmarov2012-10-191-21/+97
| | | | | | | | | | | | assets behave like phantom by Nebadon request
| * | i update core ode plugin and make it load is meshs (i hope)UbitUmarov2012-10-182-2/+51
| | | | | | | | | | | | Signed-off-by: Melanie <melanie@t-data.com>
* | | Merge branch 'avination' into careminsterMelanie2012-10-183-13/+55
|\ \ \ | | |/ | |/| | | | | | | | | | Conflicts: OpenSim/Framework/WebUtil.cs OpenSim/Region/Physics/OdePlugin/OdeScene.cs
| * | i update core ode plugin and make it load is meshs (i hope)UbitUmarov2012-10-073-24/+118
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* | | Merge branch 'master' into careminsterMelanie2012-10-122-3/+16
|\ \ \ | | |/ | |/| | | | | | | | | | | | | Conflicts: OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs OpenSim/Region/Framework/Scenes/Scene.cs
| * | av_av_collisions_off = false OdePhysics Settings in OpenSimDefaults.ini - ↵teravus2012-10-091-2/+9
| | | | | | | | | | | | No Avatar Avatar Collisions. This causes avatar to be able to walk through each other as if they're ghosts but still interact with the environment.
| * | Add config option to plant avatar where they are reducing avatar avatar ↵teravus2012-10-092-3/+9
| | | | | | | | | | | | 'pushability' av_planted see OpenSimDefaults.ini. Use when you have unruly visitors that rudely push each other around. Still allows a small amount of movement based on the avatar movement PID controller settings. You can increase the spring tension in the PID controller and really prevent any movement if you would like.
* | | Merge branch 'master' into careminsterMelanie2012-10-042-8/+46
|\ \ \ | |/ / | | | | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
| * | Soliciting for comments on smoothness of physics objects for this build.teravus2012-10-032-8/+46
| | | | | | | | | | | | | | | This introduces expected contact point hints to the ODE Collider to better determine when to throttle updates as excessive. This /should/ smooth physics objects out again, however, I cannot know every configuration of OpenSimulator, so I'm requesting that testers please examine this change on their build. Thanks!
* | | Merge branch 'master' into careminsterMelanie2012-10-031-5/+19
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| * I propose that 0.5m/step change for linear velocity is too big of a change ↵teravus2012-10-031-1/+15
| | | | | | | | to control the reporting of a new angular velocity. I think that this could be here for one of two reasons, 1. vehicles and llMoveToTarget with axis lock, or 2. To attempt to make things look more stable in the physics scene then they really are, however, this also really affects the angular velocity reporting negatively causing things to spin wildly and jump back into place repeatedly. To compromise, if the prim is a vehicle or is being used as a motor target, the original functionality is still applied. If that's not the case, angular velocity is reported with a linear velocity of 0.02m/step. To be clear on the effect of the physical world... When you push things, there's still a lag time where you walk into the object but once the object is in motion, it begins to move as you would expect so results in slightly more realistic motion.
| * Minor Modification, switch /2 to 0.5f in ODEPrim.Velocityteravus2012-10-021-4/+4
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* | Merge branch 'master' into careminsterMelanie2012-07-281-4/+11
|\ \ | |/ | | | | | | | | | | | | | | | | | | | | | | Conflicts: OpenSim/Framework/Monitoring/BaseStatsCollector.cs OpenSim/Region/Application/OpenSim.cs OpenSim/Region/Application/OpenSimBase.cs OpenSim/Region/Framework/Scenes/SceneManager.cs bin/OpenMetaverse.Rendering.Meshmerizer.dll bin/OpenMetaverse.StructuredData.dll bin/OpenMetaverse.dll bin/OpenMetaverseTypes.dll prebuild.xml
| * Remove the LandGeom checks in OdeScene - these are pointless since LandGeom ↵Justin Clark-Casey (justincc)2012-07-271-4/+2
| | | | | | | | | | | | | | is always IntPtr.Zero and contacts returned always have a valid geometry. Possibly this was for a feature that was never implemented or was otherwise removed. Thanks to SignpostMarv for the spot of the warning that shows this parameter was never changed.
| * Add check so Ode does not try to simulate after it has been Dispose()'ed. ↵Robert Adams2012-07-261-0/+9
| | | | | | | | Fixes exception that happens when shutting down region (improvements from last patch)
* | Merge branch 'master' into careminsterMelanie2012-06-292-16/+16
|\ \ | |/ | | | | | | | | Conflicts: OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs OpenSim/Region/Framework/Scenes/Scene.cs
| * Move update of the final optional ODE total frame stat inside the OdeLock ↵Justin Clark-Casey (justincc)2012-06-291-3/+3
| | | | | | | | rather than outside to avoid a very occasional race condition with the stat collection thread
| * refactor: rename _collisionEventPrim to m_collisionEventActors and ↵Justin Clark-Casey (justincc)2012-06-291-12/+12
| | | | | | | | | | | | _collisionEventPrimChanges to m_collisionEventActorsChanges to reflect their actual contents. These dictionaries handle all actor types, not just physical prims.
| * Fix a regression where we stopped removing avatars from collision event ↵Justin Clark-Casey (justincc)2012-06-291-1/+1
| | | | | | | | | | | | | | reporting on logout, rather than stopping clearing their collision events. This occurred in b18c8c8 (Thu May 17 2012). This was a cause of very occasional race conditions and likely memory leakage as clients came and went from the region.
* | Merge branch 'master' into careminsterMelanie2012-06-021-60/+256
|\ \ | |/ | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
| * Add optional total avatars, total prims and active prims stats to ODE plugin.Justin Clark-Casey (justincc)2012-06-011-0/+21
| | | | | | | | | | These will act as a sanity check with the main scene stats, to show that physics scene entities are being managed properly. Total prims will not match scene total prims since physics total does not include phantom prims
| * If OdeScene.Near() returns no collision contacts, then exit as early as ↵Justin Clark-Casey (justincc)2012-06-011-0/+4
| | | | | | | | possible. All subsequent code is only relevant if there are contacts.
| * Add optional stat for the other collision time per frame not spent in ODE ↵Justin Clark-Casey (justincc)2012-06-011-1/+16
| | | | | | | | native spaces or geom collision code
| * Add avatar forces calculation, prim force and raycasting per frame ↵Justin Clark-Casey (justincc)2012-06-011-7/+46
| | | | | | | | millisecond optional stats
| * Collection optional avatar and prim taint frame millisecond timesJustin Clark-Casey (justincc)2012-06-011-7/+36
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| * Remove recent optional native collision frame milliseconds statJustin Clark-Casey (justincc)2012-06-011-13/+1
| | | | | | | | Unnecessary since this has now been broken down into space collisions and geom collisions