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* BulletSim: Add C# classes for storing and tracking constraints.Robert Adams2012-07-252-0/+301
* BulletSim: Move constraint tracking from C++ code to C# codeRobert Adams2012-07-252-18/+83
* BulletSim: change how prim mass is saved so it is always calculated but zero ...Robert Adams2012-07-231-20/+23
* BulletSim: small optimizations for link and unlink codeRobert Adams2012-07-231-12/+8
* BulletSim: add Dispose() code to free up resources and close log files.Robert Adams2012-07-231-0/+21
* BulletSim: add all the new functions to BulletSimAPI.Robert Adams2012-07-232-6/+139
* BulletSim: improve linking to add each link individually rather than rebuildi...Robert Adams2012-07-231-60/+76
* BulletSim: add reference to OpenSim.Region.CoreModules in BSScene.cs attempti...Robert Adams2012-07-201-1/+2
* BulletSim: more detail logging for vehicle and general physics debugging.Robert Adams2012-07-204-75/+244
* BulletSim: fix compile errors from last commit. Clean up passing of physics s...Robert Adams2012-07-202-15/+14
* BulletSim: Add very detailed logging to BSDynamics for vehicle debuggingRobert Adams2012-07-203-45/+146
* BulletSim: Add PID variables to physical scene. Not PIDing yet, but soon.Robert Adams2012-07-203-101/+97
* BulletSim: Add detailed and voluminous debug logging that is enabledRobert Adams2012-07-202-40/+65
* update PrimMesher.cs to dll version r72 which fixes some path errors in slice...dahlia2012-07-131-143/+183
* Clean up collision reporting code so they are properly passed toRobert Adams2012-07-064-58/+107
* Remove some mono compiler warningsJustin Clark-Casey (justincc)2012-06-301-2/+3
* Move update of the final optional ODE total frame stat inside the OdeLock rat...Justin Clark-Casey (justincc)2012-06-291-3/+3
* refactor: rename _collisionEventPrim to m_collisionEventActors and _collision...Justin Clark-Casey (justincc)2012-06-291-12/+12
* Fix a regression where we stopped removing avatars from collision event repor...Justin Clark-Casey (justincc)2012-06-291-1/+1
* Add optional total avatars, total prims and active prims stats to ODE plugin.Justin Clark-Casey (justincc)2012-06-011-0/+21
* If OdeScene.Near() returns no collision contacts, then exit as early as possi...Justin Clark-Casey (justincc)2012-06-011-0/+4
* Add optional stat for the other collision time per frame not spent in ODE nat...Justin Clark-Casey (justincc)2012-06-011-1/+16
* Add avatar forces calculation, prim force and raycasting per frame millisecon...Justin Clark-Casey (justincc)2012-06-011-7/+46
* Collection optional avatar and prim taint frame millisecond timesJustin Clark-Casey (justincc)2012-06-011-7/+36
* Remove recent optional native collision frame milliseconds statJustin Clark-Casey (justincc)2012-06-011-13/+1
* Add optional stat that records milliseconds spent notifying collision listene...Justin Clark-Casey (justincc)2012-06-011-0/+14
* Add avatar and prim update milliseconds per frame optional statsJustin Clark-Casey (justincc)2012-06-011-7/+31
* Add option native step frame ms statJustin Clark-Casey (justincc)2012-06-011-9/+21
* Add total ODE frame time optional stat, as a sanity check on the main scene p...Justin Clark-Casey (justincc)2012-06-011-7/+21
* Break down native ODE collision frame time stat into native space collision a...Justin Clark-Casey (justincc)2012-06-011-4/+22
* Rename new collision stats to 'contacts' - there are/can be multiple contacts...Justin Clark-Casey (justincc)2012-06-011-6/+6
* Stop adding an unnecessary duplicate _perloopcontact if the avatar is standin...Justin Clark-Casey (justincc)2012-06-011-9/+4
* minor: comment out currently unused OdeScene.sCollisionDataJustin Clark-Casey (justincc)2012-06-011-9/+9
* Add ODE avatar and prim collision numbers if extra stats collection is enabled.Justin Clark-Casey (justincc)2012-06-011-5/+34
* Fix OdeScene.GetTopColliders() to return the top 25 colliders rather than the...Justin Clark-Casey (justincc)2012-06-011-19/+13
* Add an optional mechanism for physics modules to collect and return arbitrary...Justin Clark-Casey (justincc)2012-05-312-10/+143
* refactor: move EventQueueGet path generation into common method. Rename some...Justin Clark-Casey (justincc)2012-05-181-1/+1
* Don't eagerly clear frame collision events when physics actors subscribe and ...Justin Clark-Casey (justincc)2012-05-171-2/+8
* Restore _parent_scene.actor_name_map[prim_geom] = this; accidentally removed ...Justin Clark-Casey (justincc)2012-04-241-0/+1
* refactor: simply some properties code in BasicPhysicsPluginJustin Clark-Casey (justincc)2012-04-222-72/+12
* Fix bug where setting phantom on a prim would result in a server log message ...Justin Clark-Casey (justincc)2012-04-222-18/+367
* Comment out spurious Body != IntPtr.Zero code after disableBody(), since disa...Justin Clark-Casey (justincc)2012-04-212-10/+20
* refactor: Simplify ODEPrim.AddChildPrim() by returning early where appropriate.Justin Clark-Casey (justincc)2012-04-211-115/+117
* Remove redundant prim_geom != IntPtr.Zero checks in ODEPrim.Justin Clark-Casey (justincc)2012-04-211-116/+88
* If a physical prim is manually moved (e.g. by a user) then set the geometry p...Justin Clark-Casey (justincc)2012-04-201-12/+10
* BulletSim: make avatar animations update properly.Robert Adams2012-03-263-9/+48
* BulletSim: fix typo introducted by previous checkins (git merge sometimes mak...Robert Adams2012-03-261-3/+0
* Merge branch 'bulletsim1' of ssh://island.sciencesim.com/home/sceneapi/radams...Robert Adams2012-03-231-1/+6
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| * BulletSim: remove confusion between angularVelocity and rotationalVelocity (t...Robert Adams2012-03-223-15/+11
| * BulletSim: update TODO list. Rearrange code for readability. Add per object f...Robert Adams2012-03-212-17/+17