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| | * | | | | 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
| * | | | | | Merge branch 'avination' into careminsterMelanie2012-05-312-4/+10
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| * \ \ \ \ \ \ Merge branch 'master' into careminsterMelanie2012-05-312-10/+143
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| | * | | | | | Add an optional mechanism for physics modules to collect and return arbitrary...Justin Clark-Casey (justincc)2012-05-312-10/+143
| * | | | | | | Merge branch 'avination'Melanie2012-05-294-70/+134
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| * \ \ \ \ \ \ \ Merge branch 'avination' into careminsterMelanie2012-05-274-154/+178
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| * \ \ \ \ \ \ \ \ Merge branch 'master' into careminsterMelanie2012-05-191-2/+8
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| | * | | | | | | | 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
| * | | | | | | | | Merge branch 'avination' into careminsterMelanie2012-05-152-11/+68
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| * \ \ \ \ \ \ \ \ \ Merge branch 'avination' into careminsterMelanie2012-05-133-24/+69
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| * \ \ \ \ \ \ \ \ \ \ Merge branch 'avination' into careminsterMelanie2012-05-133-106/+163
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| * \ \ \ \ \ \ \ \ \ \ \ Merge branch 'avination' into careminsterMelanie2012-05-081-11/+17
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| * \ \ \ \ \ \ \ \ \ \ \ \ Merge branch 'avination' into careminsterMelanie2012-05-072-21/+108
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| * \ \ \ \ \ \ \ \ \ \ \ \ \ Merge branch 'avination' into careminsterMelanie2012-05-051-2/+8
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| * \ \ \ \ \ \ \ \ \ \ \ \ \ \ Merge branch 'avination'Melanie2012-05-031-5/+6
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| * \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ Merge branch 'avination'Melanie2012-05-023-112/+123
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| * \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ Merge branch 'avination'Melanie2012-04-294-219/+314
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| * \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ Merge branch 'master' of ssh://melanie@3dhosting.de/var/git/careminster into ...Melanie2012-04-253-13/+43
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| * \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ Merge branch 'master' into careminsterMelanie2012-04-241-0/+1
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| | * | | | | | | | | | | | | | | | | | Restore _parent_scene.actor_name_map[prim_geom] = this; accidentally removed ...Justin Clark-Casey (justincc)2012-04-241-0/+1
| * | | | | | | | | | | | | | | | | | | Merge branch 'master' of ssh://melanie@3dhosting.de/var/git/careminster into ...Melanie2012-04-233-476/+508
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| * \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ \ Merge branch 'master' into careminsterMelanie2012-04-233-54/+343
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| | * | | | | | | | | | | | | | | | | | | 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
| * | | | | | | | | | | | | | | | | | | | Merge branch 'master' into careminsterMelanie2012-04-222-238/+222
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| | * | | | | | | | | | | | | | | | | | | 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
| * | | | | | | | | | | | | | | | | | | | Merge branch 'master' into careminsterMelanie2012-04-201-12/+10
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| | * | | | | | | | | | | | | | | | | | | 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
* | | | | | | | | | | | | | | | | | | | | UbitOde: remove useless water collider from active code.UbitUmarov2012-07-171-8/+8
* | | | | | | | | | | | | | | | | | | | | Merge branch 'avination' into ubitworkUbitUmarov2012-07-151-1/+1
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| * | | | | | | | | | | | | | | | | | | | Reinstate sleeping because less CPU is preferred over reporting accuracy.Melanie2012-07-141-1/+1
* | | | | | | | | | | | | | | | | | | | | messing around... Let terrain and water have nullphysicsactors, letUbitUmarov2012-07-156-388/+268
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