Commit message (Collapse) | Author | Age | Files | Lines | |
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* | Merge branch 'master' into vehicles | Melanie | 2009-10-22 | 3 | -6/+21 |
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| * | * Removing ODEPrim and ODECharacter GetHashCode() overrides since they were ↵ | John Hurliman | 2009-10-20 | 2 | -10/+0 |
| | | | | | | | | | | | | based on something that could change * Tweaked a few other GetHashCode() overrides to bring them in line with MSDN recommendations | ||||
| * | Merge branch 'prioritization' of ssh://opensimulator.org/var/git/opensim ↵ | John Hurliman | 2009-10-19 | 1 | -0/+4 |
| |\ | | | | | | | | | | into prioritization | ||||
| | * | Forgot {} on last commit. | Diva Canto | 2009-10-19 | 1 | -0/+2 |
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| | * | More instrumentation in physics. | Diva Canto | 2009-10-19 | 1 | -0/+2 |
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| * | | Merge branch 'master' of ssh://opensimulator.org/var/git/opensim into ↵ | John Hurliman | 2009-10-19 | 4 | -7/+7 |
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| * | | Merge branch 'prioritization' of ssh://opensimulator.org/var/git/opensim ↵ | John Hurliman | 2009-10-18 | 2 | -1/+14 |
| |\ \ | | | | | | | | | | | | | into prioritization | ||||
| | * | | A bit of instrumentation to figure out what's going on with physics actors. | Diva Canto | 2009-10-18 | 2 | -1/+14 |
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| * | | | Zero out PrimitiveBaseShape.SculptData after the JPEG2000 data has been ↵ | John Hurliman | 2009-10-18 | 1 | -0/+3 |
| |/ / | | | | | | | | | | decoded to allow garbage collection on it | ||||
* | | | Merge branch 'master' into vehicles | Melanie | 2009-10-19 | 5 | -9/+51 |
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| * | | Formatting cleanup. | Jeff Ames | 2009-10-19 | 4 | -7/+7 |
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| * | | * One more tweak to inform the user that they may not be able to move until ↵ | Teravus Ovares (Dan Olivares) | 2009-10-16 | 1 | -1/+1 |
| | | | | | | | | | | | | relogging. | ||||
| * | | * After seeing it repeat over and over again.. again, We won't inform the ↵ | Teravus Ovares (Dan Olivares) | 2009-10-16 | 1 | -1/+1 |
| |/ | | | | | | | scenepresence that there was an issue so it doesn't try to make the capsule again. I have a feeling that this is some kind of object leak. We'll know for sure.. soon. | ||||
| * | * One more attempt at the NullRef In The OdePlugin. This might fix it, but ↵ | Teravus Ovares (Dan Olivares) | 2009-10-16 | 2 | -1/+22 |
| | | | | | | | | it will definitely get us closer to the root cause. | ||||
| * | * Added a message for when the null reference exception occurs to make ↵ | Teravus Ovares (Dan Olivares) | 2009-10-16 | 1 | -3/+4 |
| | | | | | | | | debugging easier. Without this, from the user's perspective.. they cannot move, fly or otherwise do anything physical and without a message on the console, it would be hard to tell that this is what is occurring. | ||||
| * | * A hacky attempt at resolving mantis #4260. I think ODE was unable to ↵ | Teravus Ovares (Dan Olivares) | 2009-10-16 | 1 | -2/+22 |
| | | | | | | | | | | | | allocate memory, and therefore the unmanaged wrapper call fails or worse.. there's some unmanaged resource accounting in the ODEPlugin for ODECharacter that isn't being done properly now. * The broken avatar may not be able to move, but it won't stop simulate from pressing on now. And, the simulator will try to destroy the avatar's physics proxy and recreate it again... but if this is what I think it is, it may not help. | ||||
* | | Merge branch 'master' into vehicles | Melanie | 2009-10-15 | 1 | -1/+1 |
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| * | * Eliminated unnecessary parameters from LLUDPServer.SendPacketData() | John Hurliman | 2009-10-13 | 1 | -1/+1 |
| | | | | | | | | * Changed PrimMesher's Quat.Identity to return <0,0,0,1> instead of <0,0,0,1.1> | ||||
* | | Merge branch 'master' into vehicles | Melanie | 2009-10-12 | 4 | -21/+784 |
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| * | Optimize ODE mesh by removing sleep. On a region with 100,000 prims and ODE ↵ | unknown | 2009-10-12 | 1 | -1/+1 |
| | | | | | | | | enabled, the first Heartbeat loop call to UpdatePhysics takes 20 minutes. 75% of that time is spent in this sleep. (100k prims * 10ms) | ||||
| * | sync PrimMesher with r46 | dahlia | 2009-10-11 | 2 | -19/+782 |
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| * | disambiguate System.Path (preparation for new PrimMesher) | dahlia | 2009-10-11 | 1 | -1/+1 |
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* | | Merge branch 'master' into vehicles | Melanie | 2009-10-12 | 2 | -2/+17 |
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| * | * comment out the velocity test, using updates every 500 ms as set in ↵ | Teravus Ovares (Dan Olivares) | 2009-10-10 | 1 | -0/+3 |
| | | | | | | | | | | | | | | ScenePresence.AddToPhysicalScene. * This causes time to be counted in ODECharacter and, when a collision occurs, the physics scene will report the collisions only if the the difference of last time it reported the collisions from now was more then the set ms. * This is cool because the time accrues while collisions are not taking place and when they do take place again, you get an immediate update. | ||||
| * | * Make ODECharacter respect the scene's requested collision update time | Teravus Ovares (Dan Olivares) | 2009-10-10 | 2 | -2/+14 |
| | | | | | | | | * Set the Scene collision update time to 500 ms | ||||
* | | Correct a build break caused by an optimization in trunk | Melanie | 2009-10-07 | 1 | -1/+1 |
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* | | Merge branch 'master' into vehicles | Melanie | 2009-10-06 | 1 | -5/+2 |
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| * | minor: remove mono compile warning | Justin Clark-Casey (justincc) | 2009-10-05 | 1 | -5/+2 |
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* | | Merge branch 'master' into vehicles | Melanie | 2009-10-05 | 4 | -69/+124 |
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| * | Eliminate pinned Mesh data on managed heap by using IntPtrs to memory ↵ | Dan Lake | 2009-10-05 | 3 | -61/+120 |
| | | | | | | | | allocated on the unmanaged heap. This prevents fragmentation of the managed heap and the resulting stress on GC. A region with ~150,000 prims using ODE and Meshmerizer saw memory remain flat around 1.2GB as opposed to 1.5GB and continually growing due to pinned memory. This patch complements the unique mesh dictionary patch applied to Meshmerizer but is independent. The net effect is a 60-75% reduction in memory for our largest regions. | ||||
| * | only cache mesh if meshing was successful | dahlia | 2009-10-04 | 1 | -8/+4 |
| | | | | | | | | re-enable sculpt mesh caching | ||||
* | | Merge branch 'master' into vehicles | Melanie | 2009-10-05 | 1 | -7/+24 |
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| * | flexible extrusion shape defaults to linear | dahlia | 2009-10-04 | 1 | -1/+1 |
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| * | Exclude sculpt proxies from mesh caching | dahlia | 2009-10-04 | 1 | -6/+23 |
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* | | Merge branch 'master' into vehicles | Melanie | 2009-10-02 | 1 | -0/+14 |
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| * | Merge branch 'master' into diva-textures | Melanie | 2009-10-02 | 13 | -263/+341 |
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| * | | Create j2k cache directory if it doesn't exist. The Meshmerizer needs it there. | Diva Canto | 2009-09-30 | 1 | -0/+14 |
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* | | | Merge branch 'master' into vehicles | Melanie | 2009-10-01 | 8 | -20/+12 |
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| * | | Formatting cleanup. | Jeff Ames | 2009-10-01 | 1 | -2/+2 |
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| * | | Formatting cleanup. | Jeff Ames | 2009-10-01 | 5 | -10/+10 |
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| * | | Add copyright header. Formatting cleanup. | Jeff Ames | 2009-09-29 | 2 | -2/+2 |
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* | | | Merge branch '0.6.7-post-fixes' into vehicles | Kitto Flora | 2009-09-30 | 6 | -191/+257 |
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| * | | corrections to viewerMode AddPos() | dahlia | 2009-09-25 | 2 | -1/+40 |
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| * | | Meshmerizer stores dictionary of unique Meshes keyed on construction ↵ | Dan Lake | 2009-09-24 | 3 | -78/+95 |
| | | | | | | | | | | | | | | | | | | parameters. CreateMesh() returns a Mesh from the dictionary or creates a new Mesh if it has not been created before. Meshes are never purged from the dictionary. The raw Mesh data is discarded once the memory is pinned for ODE use. All copies of the same prim/mesh use the same pinned memory. ONLY IMPLEMENTED AND TESTED WITH MESHMERIZER AND ODE Signed-off-by: dahlia <dahliaTrimble@gmailDotCom> | ||||
| * | | modify BulletDotNETPrim.cs in preparation for Mantis #4181 | dahlia | 2009-09-24 | 1 | -112/+122 |
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* | | | Commit initial version of KittoFlora's vehicle changes | opensim | 2009-09-30 | 4 | -564/+1300 |
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* | | Alternate algorithm for fixing avatar capsule tilt (Mantis #2905) | nlin | 2009-09-18 | 1 | -60/+72 |
|/ | | | | | | | | | | | | | Eliminate dynamic capsule wobble. Instead introduce a small, fixed tilt, and allow the tilt to rotate with the avatar while moving; the tilt always faces away from the direction of avatar movement. The rotation while moving should eliminate direction-dependent behavior (e.g. only being able to climb on top of prims from certain directions). Falling animation is still too frequently invoked. Ideally the tilt should be completely eliminated, but doing so currently causes the avatar to fall through the terrain. | ||||
* | Add test to check behaviour if an iar is loaded where no user profile exists ↵ | Justin Clark-Casey (justincc) | 2009-09-09 | 1 | -16/+6 |
| | | | | | | for the creators Disable generation of temporary profiles for now, instead record loading user as creator | ||||
* | * Fix for GetTerrainHeightAtXY to make it compatible when ↵ | Teravus Ovares (Dan Olivares) | 2009-09-04 | 1 | -3/+4 |
| | | | | Constants.RegionSize isn't 256 | ||||
* | * Fixes the function 'GetTerrainHeightAtXY' | Teravus Ovares (Dan Olivares) | 2009-09-04 | 1 | -16/+26 |
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