Commit message (Collapse) | Author | Files | Lines | ||
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2012-02-19 | minor fix to chODE terrain heighmap scale | UbitUmarov | 1 | -4/+4 | |
2012-02-18 | changed how vehicle data is stored and passed to physics. use unsafe in ↵ | UbitUmarov | 4 | -59/+347 | |
serializer, tried to control m_dupeInProgress | |||||
2012-02-17 | Added simple binary serializer/deserializer to chODE. 100% untested and most ↵ | UbitUmarov | 5 | -1035/+1540 | |
like still broken | |||||
2012-02-15 | Now if chode prim.cs detects out of bounds it requests a update and blocks ↵ | UbitUmarov | 2 | -20/+45 | |
movement and colisions. Base code must do a PhysActor.CrossingFailure() to make it move again inside sim or delete it. | |||||
2012-02-15 | don't freeze with a sitted avatar in a border without other sim. Still messy :( | UbitUmarov | 1 | -2/+2 | |
2012-02-15 | try to make crossings work better. chode no longer prevents crossings i hope | UbitUmarov | 1 | -6/+50 | |
2012-02-11 | remove drawstuff from ubitode | UbitUmarov | 4 | -256/+1 | |
2012-02-11 | removed outdated coments. | UbitUmarov | 1 | -630/+0 | |
2012-02-11 | remove forgotten taints code | UbitUmarov | 1 | -32/+0 | |
2012-02-11 | UbitODE: replace 'taints' by 'changes' for avatars also. This provides ↵ | UbitUmarov | 3 | -250/+378 | |
better time order with changes in prims. | |||||
2012-02-11 | vehicle changes done by simulation thread and not calling one | UbitUmarov | 2 | -132/+200 | |
2012-02-11 | changes to vehicle banking | UbitUmarov | 1 | -69/+23 | |
2012-02-11 | a bit better vertical attractor and banking | UbitUmarov | 1 | -12/+23 | |
2012-02-11 | Use mesh to estimate real center of prims if avaiable. Let sculpt map ↵ | UbitUmarov | 5 | -33/+129 | |
textures with alpha channel work. On linux J2DecodeCache folder must be deleted to remove bad entries. Corrently this can't be cached on linux (mono/ cairo/? problem) | |||||
2012-02-11 | scale avatar push force with avatar density | UbitUmarov | 1 | -1/+2 | |
2012-02-11 | correct the default avatar_terminal_velocity value that I accidentally left ↵ | Justin Clark-Casey (justincc) | 1 | -1/+1 | |
in whilst testing | |||||
2012-02-11 | Clamp ODE character velocity. Make ODE falling character 54m/s by default. | Justin Clark-Casey (justincc) | 2 | -1/+53 | |
If velocity reaches 256 in any vector then bad things happen with ODE, so we now clamp this value. In addition, a falling avatar is clamped by default at 54 m/s, which is the same as a falling skydiver. This also appears to be the value used on the linden lab grid. This should resolve http://opensimulator.org/mantis/view.php?id=5882 | |||||
2012-02-10 | test on git | UbitUmarov | 4 | -0/+4 | |
2012-02-10 | Changes to vehicles code etc. Includes some debug aids to remove later. | UbitUmarov | 4 | -243/+145 | |
2012-02-08 | initial introdution of physics actor building control. | UbitUmarov | 1 | -1/+1 | |
2012-02-08 | changes in physics manager, needed for UbitODE | UbitUmarov | 2 | -1/+28 | |
2012-02-08 | UbitODE plugin initial commit | UbitUmarov | 10 | -0/+11556 | |
2012-01-25 | Update BulletSim.dll with some interface changes and tuning (see ↵ | Robert Adams | 2 | -6/+31 | |
opensim-libs). Change BSScene to use new interface. | |||||
2012-01-25 | Serialize calls to ODE Collide() function across OdeScene instances to ↵ | Justin Clark-Casey (justincc) | 2 | -1/+32 | |
prevent ODE crashes on simulators running more than one region. It turns out that calls to Collide() are not thread-safe even for objects in different ODE physics worlds due to ODE static caches. For simulators running multiple regions, not serializing calls from different scene loops will sooner or later cause OpenSim to crash with a native stack trace referencing OBBCollider. This affects the default OPCODE collider but not GIMPACT. However, GIMPACT fails for other reasons under some current simulator loads. ODE provides a thread local storage option, but as of ODE r1755 (and r1840) DLLs compiled with this crash OpenSim immediately. | |||||
2012-01-24 | Restrict accessible of ODECharacter Shell and Body. Add method doc and some ↵ | Justin Clark-Casey (justincc) | 2 | -12/+27 | |
error log lines. | |||||
2012-01-02 | Adding commented out log messages and some minor formatting for future bug ↵ | Justin Clark-Casey (justincc) | 1 | -0/+1 | |
hunting. No functional changes. | |||||
2011-12-24 | Add setter for Acceleration on physics objects. | Melanie | 2 | -0/+2 | |
2011-12-22 | Align default ODE_STEPSIZE with that already used through OpenSimDefaults.ini | Justin Clark-Casey (justincc) | 1 | -2/+2 | |
2011-12-20 | Remove unused SetAcceleration and add set on Acceleration parameter | Dan Lake | 10 | -34/+13 | |
2011-12-20 | Remove unused SetAcceleration and add set on Acceleration parameter | Dan Lake | 10 | -34/+13 | |
2011-12-20 | Fixed bug of avie going under the terrain when crossing regions in certain ↵ | Diva Canto | 1 | -2/+2 | |
directions. This was a 1-off bug: the terrain was being placed in 127, 127 resulting in a bounding box if -2, 256. I placed it in 128, 128 resulting in a bounding box of -1, 257. | |||||
2011-12-16 | Comment out accidentally left in "Adding physics prim" log message | Justin Clark-Casey (justincc) | 1 | -1/+1 | |
2011-12-15 | Stop pointlessly setting the m_colliderarr[] to false in the ODECharacter ↵ | Justin Clark-Casey (justincc) | 1 | -5/+0 | |
constructor | |||||
2011-12-15 | Stop having to call SetHeight again in ScenePresence.AddToPhysicalScene() ↵ | Justin Clark-Casey (justincc) | 3 | -18/+25 | |
when we've already passed size information to the avatar at PhysicsScene.AddAvatar() Eliminate some copypasta for height setting in OdeCharacter | |||||
2011-12-15 | Code cleanup related to ScenePresence.PhysicsActor and OdeScene/OdeCharacter | Justin Clark-Casey (justincc) | 2 | -8/+24 | |
Stop hiding RemoveAvatar failure, add log messages when characters are removed through defects or re-added unexpectedly. Add commented out log lines for future use. Use automatic property for PhysicsActor for better code readability and simplicity | |||||
2011-12-14 | minor: add some currently commented log lines for use in debugging | Justin Clark-Casey (justincc) | 1 | -1/+8 | |
2011-12-14 | Simplify some manipulation of _taintedActors in OdeScene | Justin Clark-Casey (justincc) | 1 | -13/+6 | |
2011-12-14 | Eliminate _taintedPrimsH and _taintedPrimsL (and _taintedPrimLock) in favour ↵ | Justin Clark-Casey (justincc) | 1 | -45/+14 | |
of just a _taintedPrims HashSet. There's no point maintaining a list because any pending taint operations are all carried out in the same call anyway. | |||||
2011-12-12 | minor: remove pointless comment from OdeScene.cs | Justin Clark-Casey (justincc) | 1 | -2/+1 | |
2011-11-29 | minor: remove mono compile warning, a Vector3 can never be null since it's a ↵ | Justin Clark-Casey (justincc) | 1 | -9/+6 | |
struct | |||||
2011-11-25 | remove some mono compiler warnings | Justin Clark-Casey (justincc) | 3 | -8/+8 | |
2011-11-22 | Log error if we attempt to add/remove an OdeCharacter from the _characters ↵ | Justin Clark-Casey (justincc) | 1 | -23/+33 | |
list inappropriately | |||||
2011-11-22 | Stop removing actor from the hash maps in OdeScene.RemoveCharacter() since ↵ | Justin Clark-Casey (justincc) | 1 | -6/+1 | |
this is now being down in OdeCharacter.DestroyOdeStructures() | |||||
2011-11-22 | Comment out uncalled OdeScene.UnCombine() | Justin Clark-Casey (justincc) | 2 | -66/+60 | |
2011-11-22 | slightly simplify OdeScene.Simulate() by removing bool processtaints, since ↵ | Justin Clark-Casey (justincc) | 3 | -141/+128 | |
we can inspect count of taint lists instead. also groups OdeCharacter.CreateOdeStructures() and DestroyOdeStructures() together | |||||
2011-11-21 | Slightly improve "Unable to space collide" logging message, though I don't ↵ | Justin Clark-Casey (justincc) | 1 | -1/+2 | |
think I've ever seen this. | |||||
2011-11-21 | Get rid of OdeCharacter != null checks since OdeScene._characters can never ↵ | Justin Clark-Casey (justincc) | 1 | -17/+4 | |
contain a null character. Ignoring the ancient code glyphs not to do this.... | |||||
2011-11-21 | remove unnecessary OdeScene._activeprims locking. Code is single-threaded | Justin Clark-Casey (justincc) | 1 | -53/+46 | |
2011-11-21 | Restore defects list. In hindsight, the reason for this is becuase we can't ↵ | Justin Clark-Casey (justincc) | 2 | -92/+112 | |
remove the character whilst iterating over the list. This commit also removes locking on OdeScene._characters since code is single threaded | |||||
2011-11-21 | simplify operation of OdeScene._perloopContact | Justin Clark-Casey (justincc) | 1 | -45/+51 | |