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2010-02-22Separate PhysX classes into separate files.Jeff Ames4-770/+882
2010-02-15Formatting cleanup.Jeff Ames1-25/+25
2010-02-14Revolution is on the roll again! :)Revolution12-42/+429
Fixes: Undo, T-pose of others on login, modifiedBulletX works again, feet now stand on the ground instead of in the ground, adds checks to CombatModule. Adds: Redo, Land Undo, checks to agentUpdate (so one can not fall off of a region), more vehicle parts. Finishes almost all of LSL (1 function left, 2 events). Direct flames and kudos to Revolution, please Signed-off-by: Melanie <melanie@t-data.com>
2010-02-12Angular motor adjustmentsKitto Flora1-22/+26
2010-02-04Applying patch #4534 by Misterblue to fix ODE physics stickinessJohn Hurliman1-0/+2
2010-02-03Motor angular decay fix.Kitto Flora1-4/+7
2010-02-02AngMotor update 1Kitto Flora2-79/+143
2010-01-21Add glue for llSetVehicleFlags(), llRemoveVehicleFlags(). ChODE: Add ↵Kitto Flora13-1/+143
associated methods.
2010-01-21ChODE Object Linear Motion updateKitto Flora2-87/+102
2010-01-04Formatting cleanup. Add copyright headers.Jeff Ames7-524/+518
2009-12-31Vehicle Linear parameter adjustmentsKitto Flora3-38/+75
2009-12-24Recover out-of-region objects during db load.Kitto Flora1-1/+3
2009-12-22Include ChOdePluginKitto Flora13-118/+10524
2009-12-22Glue code for a couple of new LSL function implementationsMelanie10-3/+182
2009-12-17Fix GetWorldRotation(), and a host of related Sit fixes.Kitto Flora1-1/+5
2009-12-08* Commit some sit code that's commented out for now.Teravus Ovares (Dan Olivares)1-1/+8
2009-12-05* Adds Normal to the fields returned by the Physics RaycasterTeravus Ovares (Dan Olivares)2-4/+10
* Fixes recognizing when a sit target is and isn't set. * * 1. Vector3.Zero. * * 2. Orientation: x:0, y:0, z:0, w:1 - ZERO_ROTATION * * (or) Orientation: x:0, y:0, z:0, w:0 - Invalid Quaternion * * (or) Orientation: x:0, y:0, z:1, w:0 - Invalid mapping, some older objects still exist with it
2009-12-05* Fixes mantis 4416. Animator is dereferenced on logoutTeravus Ovares (Dan Olivares)1-1/+4
2009-12-03* Fixes the 10x10x10 hard physics limitation. (wierdly, you have to set ↵Teravus Ovares (Dan Olivares)2-0/+5
this for each region in your Regions.ini[PhysicalPrimMax = 10(default)]) * Adds a configurable maximum object mass before the mass is clamped. Default is 10000.01. Configurable by changing maximum_mass_object in the [ODEPhysicsSettings] section. * Clamping the mass is important for limiting the amount of CPU an object can consume in physics calculations. Too high, and the object overcomes restitution forces by gravity alone. This generates more collisions potentially leading to 'deep think'.
2009-11-26* Fixes a case of d.BodyEnable with IntPtr.Zero passed as the parameter in ↵Teravus Ovares (Dan Olivares)1-1/+4
linkset where EnableBody was called and the body is immediately disabled. The previous functionality assumed that a body was received in EnableBody but.. in some cases, it wasn't.
2009-11-23* Resolves mantis 4390 http://opensimulator.org/mantis/view.php?id=4390Teravus Ovares (Dan Olivares)1-1/+1
2009-11-22* Adds a test for if the collision is at the bottom of the capsule on ↵Teravus Ovares (Dan Olivares)1-1/+12
avatar. This prevents the 'double jump' capability that's been occurring for ages when avatar collide with prim on the side.
2009-11-22* Added missing lock to m_forcelist when AddForce is called. When a user ↵Teravus Ovares (Dan Olivares)1-3/+26
dragged a prim, in some cases, it would corrupt the datatype in memory and throw spurious IndexOutOfRangeExceptions. * Physics a situation that causes physics to spew redline messages to the console forever.
2009-11-21* Fixes the second of two terse update issues. Physical objects should react ↵Teravus Ovares (Dan Olivares)1-0/+3
normally again.
2009-11-21* Fixes one of two terse update issues. There's still one left, but this ↵Teravus Ovares (Dan Olivares)1-1/+9
one fixes the situation where the object on the server is moving but no updates are being sent.
2009-11-19Clean up messages in ODEKittoFlora2-4/+4
2009-11-16Fix merge conflictsKittoFlora2-10/+3
2009-11-11clean up some cruftdahlia1-12/+2
2009-11-11minor: remove mono compiler warningJustin Clark-Casey (justincc)1-1/+1
2009-11-09add an overload to _SculptMesh for meshing from a list of coordinatesdahlia1-3/+46
add conditional compilation for System.Drawing dependency
2009-11-09Following various discussions on irc and in the OpenSim dev OSGrid meeting ↵Justin Clark-Casey (justincc)1-1/+1
last week, change av_capsule_tilted to false by default This appears to now give better ODE physics response (less sinking into the ground, etc.) Please change it back if this is actually a bad idea for some reason
2009-11-09minor: remove some mono compiler warningsJustin Clark-Casey (justincc)2-2/+4
2009-11-03minor: remove some mono compiler warningsJustin Clark-Casey (justincc)3-17/+17
2009-11-02Delete depricated extrusion methods and redirect to universal extrude method.dahlia1-833/+10
Sync with PrimMesher.cs r47 on forge.
2009-10-29* Log progress messages when loading OAR files with a lot of assetsJohn Hurliman4-72/+92
* Change the PhysicsCollision callback for objects to send full contact point information. This will be used to calculate the collision plane for avatars * Send the physics engine velocity in terse updates, not the current force being applied to the avatar. This should fix several issues including crouching through the floor and walking through walls
2009-10-28Always send a time dilation of 1.0 while we debug rubberbanding issuesJohn Hurliman1-1/+2
2009-10-28Limit physics time dilation to 1.0John Hurliman1-1/+1
2009-10-28* Reduce the velocity tolerance on sending terse updates to avoid slowly ↵John Hurliman1-3/+10
drifting prims/avatars * Added contacts_per_collision to the ODE config section. This allows you to reduce the maximum number of contact points ODE will generate per collision and reduce the size of the array that stores contact structures
2009-10-28Fixed a bad check on velocity in the ODE near() callback (it was only ↵John Hurliman1-3/+3
checking for velocity in certain directions, and was calling the get_Velocity() function three times)
2009-10-28Switching sculpty from CSJ2K back to OpenJPEG for now until more kinks are ↵John Hurliman1-2/+6
ironed out
2009-10-28Print the exception message when CSJ2K decoding fails for sculpty texturesJohn Hurliman1-3/+3
2009-10-27Move the calculation of time dilation from the scene to the physics engine. ↵John Hurliman2-2/+14
The scene is still the one reporting dilation so this does not break the API or remove flexibility, but it gets the calculation happening in the right place for the normal OpenSim usage. The actual calculation of physics time dilation probably needs tweaking
2009-10-27llRotLookAt Pt 2KittoFlora2-37/+52
2009-10-26* Switched from OpenJPEG to CSJ2K in MeshmerizerJohn Hurliman1-3/+1
* Tested the previous patch and found no regressions
2009-10-26Experimental change of PhysicsVector to Vector3. UntestedJohn Hurliman25-800/+794
2009-10-26Added calls to GC.AddMemoryPressure() when unmanaged memory is allocated for ↵John Hurliman1-0/+6
ODE (helps the GC make better scheduling choices), and a call to GC.Collect() right before logins are enabled for a region. Although this doesn't change actual memory usage, it improves the reported usage from OpenSim and the operating system
2009-10-26No need to create dupe TriMeshData for ODE. A previous patch created a ↵Dan Lake1-6/+14
dictionary to store unique meshes in Meshmerizer based on creation params. This patch contains a dictionary to map each of those unique meshes to its ODE TriMeshData. This eliminated hundreds of megabytes of memory consumption in the unmanaged heap when there are lots of the same prim (roof tiles, bricks, siding, decks, chairs, etc). The objects do not need to be physical to benefit from this patch.
2009-10-26Do case-insensitive comparisons on region names in LLStandaloneLoginModuleJohn Hurliman1-2/+2
2009-10-26* Changed the watchdog timer to improve the speed of UpdateThread(), only ↵John Hurliman1-2/+6
track threads once the first call to UpdateThread() has been made, and allow re-tracking of threads that timed out but revived later * Added a commented out call to Watchdog.UpdateThread() in OdeScene. If it turns out that loading a large OAR file or some other operation is timing out the heartbeat thread, we'll need to uncomment it
2009-10-26Add llRotLookat pt1.KittoFlora11-24/+234