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* * Added some simstats to fill the simulator pane of the Statistics monitor.Teravus Ovares2007-12-121-1/+3
| | | | | * I stress, this is an initial implementation and the Agents(Child and Root) are definately obviously incorrect.
* saved OpenSim source code from the giant rampaging unterminated copyright ↵Jeff Ames2007-12-102-3/+3
| | | | notice of doom
* *Huge* structural changes in ODE/OdePrim to get all of the calls in ↵Teravus Ovares2007-11-201-0/+3
| | | | | | | threadlocked code. ODEPrim was almost completely re-written. Copy/Space test needed.
* cleaned up some mono compiler warningsJeff Ames2007-11-181-58/+55
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* * Implemented Walk Vs Run in ODE. Also helps make the walk look smoother.Teravus Ovares2007-11-121-0/+10
| | | | | * All thanks to unimplemented packet listing :D
* * Added a lot of Glue to help with reporting proper collisions.Teravus Ovares2007-11-121-3/+31
| | | | | | | | | | * ODE - Fixed the iscolliding property to report a static true when colliding. * Added reporting of collisions to call UpdateMovementAnimations * Added Jump - air animation (with arms outstretched). * Added Fall Animations * ODE - Added a small amount of X, Y motion control while jumping or Falling * ODE - Avatar movement animations are still a bit odd sometimes, and had to get this up there.
* * Moves the Meshmerizer to a separate pluginTeravus Ovares2007-11-101-0/+6
| | | | | | * Experimental. Linux Prebuild needs testing. * One more update after this to remove the ODEMeshing directory....
* * Added an internal throttle on ODE physics updatesTeravus Ovares2007-11-091-1/+10
| | | | | | * Added a ThrottleUpdates member to PhysicsActor to expose 'throttle' ability to the Scene. * Updated the ode.dll file with a fix to invalid data passed to ODE's heightfield collision calculator.
* * Added Rotational Velocity reporting for Client Interpolation to Terse UpdatesTeravus Ovares2007-11-081-2/+12
| | | | | * Added Angular Velocity reporting for smooth-ish rotations on object collisions
* prim cuts in ODEdan miller2007-11-051-48/+85
| | | | | | | | Much thanks to Gerhard! Merged with Darok's recent changes re: physical prims
* Changes in BulletXPlugin: Added new class BulletXActor class inherits from ↵darok2007-11-031-1/+18
| | | | PhysicsActor and it's the ancestor for BulletXCharacter and BulletXPrim.Physical modifications: Changes for pass the value of Physical flag in the SceneObjectPart class to the Physics engines. New call for AddPrimShape so it has a new parameter called "isPhysical". The old call will be obselete soon (i believe). PhysActor and its descendants have a new property called IsPhysical. By the way no new special funcionallity added. It's more like preparing the way for new modifications.
* Thank you Teravus, very much, for a 'jump', 'crouch' and 'inertia' patch for ↵Charles Krinke2007-10-311-2/+15
| | | | all three physics plugins.
* * Optimized usingslbsa712007-10-302-369/+296
| | | | | | * Shortened type references * Removed redundant 'this' qualifier
* as per the "Filesystem cleanup for OpenSim repository" mailing list thread. ↵MW2007-10-291-1/+1
| | | | | | | Have flattened the OpenSim.Framework project/namespace. The problem is that the namespace is still wrong as its "OpenSim.Framework" while the directory is "OpenSim\Framework\General" , so we need to decide if we change the directory or correct the namespace. Note this has lead to a big flat project, but I think a lot of the files we most likely don't even use any longer. And others belong in other projects/namespaces anyway.
* Hollow prims (box only), thanks Gerard! Enjoydan miller2007-09-291-3/+9
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* mass update of urls in source code to new websiteSean Dague2007-09-102-2/+2
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* Corrected the namespace in OpenSim.Region.Physics.Manager, so now namespace ↵MW2007-08-281-1/+1
| | | | should equal project and directory.
* Added RemovePrim method to the physics plugins interface.MW2007-08-231-0/+5
| | | | | | | | Implemented that method in ODE plugin. Hooked it up so when deleting/taking prims into your inventory they will be removed from physics engine. Enabled the other physics hook ups in Scene.cs (and also added registering prims with physics plugin when they are rezzed from Inventory.) So now to get the avatar to prim collision testing working, just change to use the ODE plugin (in the OpenSim.ini file, physics = OpenDynamicsEngine). Remember though ODE only really works (without problems) when running with a single region.
* More prep work for adding prims to ODE physicsBrian McBee2007-08-191-2/+23
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* starting to add bits and pieces to physics prims that we will eventually ↵Brian McBee2007-08-181-1/+1
| | | | need for collisions. not hooked in yet.
* changed to native line ending encodingSean Dague2007-07-162-481/+481
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* * By popular demand, all generated build files are now deleted. Somebody ↵lbsa712007-07-082-140/+0
| | | | should make sure the wiki is updated.
* A bit more work on Building tools/support.MW2007-07-041-1/+1
| | | | | updated Axiom.MathLib.dll.
* * Optimized usings (the 'LL ate my scripts' commit)lbsa712007-07-032-6/+5
| | | | | * added some licensing info
* Imported the scripting changes, so now should be up to date with sugilite. MW2007-06-281-0/+43
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* *Updated prebuild.xml and ran prebuild againmingchen2007-06-271-12/+0
| | | | | | *Removed .user, .suo, and unneccessary files in /bin/Physics/ *OpenSim.sln should compile with nant and on windows now
* Some work on restructuring the namespaces / project names. Note this doesn't ↵MW2007-06-274-0/+591
compile yet as not all the code has been changed to use the new namespaces. Am committing it now for feedback on the namespaces.