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* When an ODECharacter is removed (e.g. when an avatar leaves a scene), remove ...Justin Clark-Casey (justincc)2011-11-212-10/+23
* Have ODECharacter and ODEPrim both use PhysicsActor.Name instead of maintaini...Justin Clark-Casey (justincc)2011-11-213-9/+14
* Actually remove PhysicsActor.SOPDescription this timeJustin Clark-Casey (justincc)2011-11-211-1/+3
* Instead of generating a new list for bad characters on every physics pass, ke...Justin Clark-Casey (justincc)2011-11-211-3/+12
* Stop OdePrim and OdeCharacter insanely overriding set LocalID to set their ow...Justin Clark-Casey (justincc)2011-11-166-41/+29
* Instead of having scene add/remove collision events directly to the OdeScene ...Justin Clark-Casey (justincc)2011-11-151-20/+38
* use a more efficient dictionary in OdeScene._collisionEventPrim rather than a...Justin Clark-Casey (justincc)2011-11-151-7/+4
* Add comment for experimental effect of removing the Thread.Sleep(20) in ODEPr...Justin Clark-Casey (justincc)2011-11-042-1/+4
* Stop llPushObject() from causing problems by adding force via a taint rather ...Justin Clark-Casey (justincc)2011-11-041-2/+25
* Add taint target velocity for ODECharacters as is already done for ODECharact...Justin Clark-Casey (justincc)2011-10-291-7/+12
* tidy up OdeCharacter so that we just use OpenMetaverse.Vector3 assignment dir...Justin Clark-Casey (justincc)2011-10-291-51/+39
* Move position set from taint to logically better position at top of ODECharac...Justin Clark-Casey (justincc)2011-10-291-12/+12
* Stop setting _position as well as m_taint_position in ODECharacter.PositionJustin Clark-Casey (justincc)2011-10-291-4/+1
* Fix a bug I introduced yesterday in ODE physics where prim scripts would only...Justin Clark-Casey (justincc)2011-10-272-1/+24
* Clear OdeCharacter CollisionEventUpdate when we subscribe or unsubscribe from...Justin Clark-Casey (justincc)2011-10-251-0/+2
* Remove unused fields from CollisionEventUpdateJustin Clark-Casey (justincc)2011-10-255-28/+10
* Get rid of the pointless null checks on collision listeners. Add warning abo...Justin Clark-Casey (justincc)2011-10-251-0/+6
* When sending object collision updates, don't null out and recreate the Collis...Justin Clark-Casey (justincc)2011-10-252-13/+8
* For ScenePresence collision events, instead of creating a new CollisionEvents...Justin Clark-Casey (justincc)2011-10-252-5/+11
* Fix bug where collision event listeners were not removed once the listener ha...Justin Clark-Casey (justincc)2011-10-251-4/+5
* minor: rename a parameter in OdeScene.Simulate() from actor -> prim since it'...Justin Clark-Casey (justincc)2011-10-251-4/+4
* very minor removal of old commented out line of code in OdeSceneJustin Clark-Casey (justincc)2011-10-211-5/+3
* remove unnecessary null check on _collisionEventPrimJustin Clark-Casey (justincc)2011-10-201-3/+0
* Get OdeScene to use passed in time step rather than hard-coded 0.089Justin Clark-Casey (justincc)2011-10-201-22/+23
* For now, stop passing timeStep into methods where it's not actually used.Justin Clark-Casey (justincc)2011-10-202-13/+5
* Temporarily put in log lines to record time taken to set terrain in OdeScene.Justin Clark-Casey (justincc)2011-10-181-0/+6
* Store scene identifier passed in to OdeScene for later debug messagesJustin Clark-Casey (justincc)2011-10-182-2/+10
* Don't bother taking OdeLock during OdeScene construction, since there can be ...Justin Clark-Casey (justincc)2011-10-181-16/+13
* Remove unnecessary lock of OdeLock in OdePrim.changeadd()Justin Clark-Casey (justincc)2011-10-181-18/+13
* minor: method doc to explain a lock of OdeLockJustin Clark-Casey (justincc)2011-10-182-1/+3
* Remove the unused CollisionLocker from ODEJustin Clark-Casey (justincc)2011-10-184-97/+81
* Implement osNpcSit(). This is still in development so don't trust itJustin Clark-Casey (justincc)2011-10-171-0/+1
* reduce access to ODECharacter methods to make code analysis easier. Eliminat...Justin Clark-Casey (justincc)2011-10-152-54/+36
* restrict unnecessary access levels on ODEPrim fields/propertiesJustin Clark-Casey (justincc)2011-10-151-19/+17
* refactor: make methods that do not need to be public in ODE private or intern...Justin Clark-Casey (justincc)2011-10-153-129/+195
* Change hardcoded ODE total frame time to match the default total frame time (...Justin Clark-Casey (justincc)2011-10-141-1/+1
* Extract NullPhysicsScene from PhysicsScene to improve code readabilityJustin Clark-Casey (justincc)2011-10-142-88/+125
* More method doc and formatting changes. Makes DestroyOdeStructures() privateJustin Clark-Casey (justincc)2011-10-132-8/+33
* refactor: move 3x copy/pasted ode structure removal code in ODECharacter into...Justin Clark-Casey (justincc)2011-10-132-91/+79
* Remove unused local variable i from OdeScene.Simulate()Justin Clark-Casey (justincc)2011-10-051-3/+0
* adjust some whitespace to trigger another build, to check the last failure wa...Justin Clark-Casey (justincc)2011-09-171-2/+2
* Remove old bullet DotNET and X libraries in preparation for BulletSJustin Clark-Casey (justincc)2011-09-179-7027/+0
* Stop the avatar stalling on its first boarder cross when using the ODE pluginJustin Clark-Casey (justincc)2011-09-161-6/+13
* Use GetMeshKey from PrimitiveBaseShape.Robert Adams2011-08-292-15/+23
* Merge branch 'master' into bulletsimMic Bowman2011-08-292-67/+43
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| * Move GetMeshKey from buried inside Meshmerizer to a public method on Primitiv...Robert Adams2011-08-281-62/+1
| * Add level of detail specification to optionally reduce the number of vertices...Robert Adams2011-08-282-5/+42
* | BulletSim: add mesh representation. Use meshes for static objects and switch ...Robert Adams2011-08-263-129/+228
* | Merge branch 'master' into bulletsimMic Bowman2011-08-191-1/+7
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| * If SP.MoveToTarget has been called with a force walk, begin by landing the av...Justin Clark-Casey (justincc)2011-08-111-1/+5