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| | * | | | | | | | | | | | | | | | | | | Remove redundant prim_geom != IntPtr.Zero checks in ODEPrim.Justin Clark-Casey (justincc)2012-04-211-116/+88
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | prim_geom == IntPtr.Zero only before a new add prim taint is processed (which is the first taint) or in operations such as scale change which are done in taint or under lock. Therefore, we can remove these checks which were not consistently applied anyway. If there is a genuine problem, better to see it quickly in a NullReferenceException than hide the bug.
| * | | | | | | | | | | | | | | | | | | | 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 ↵Justin Clark-Casey (justincc)2012-04-201-12/+10
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | position as well as the body position This is necessary to stop the moved prim snapping back to the original position on deselection if moved only once This resolves http://opensimulator.org/mantis/view.php?id=5966
* | | | | | | | | | | | | | | | | | | | | UbitOde: remove useless water collider from active code.UbitUmarov2012-07-171-8/+8
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* | | | | | | | | | | | | | | | | | | | | 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
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Who needs accurate collisions when the sim lags and crashes?
* | | | | | | | | | | | | | | | | | | | | messing around... Let terrain and water have nullphysicsactors, letUbitUmarov2012-07-156-388/+268
|/ / / / / / / / / / / / / / / / / / / / | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | nullphyscisactors have a type water, ground or unknown (default). having this removed geom to name mapping no longer needed. Made some more methods comum to prims and characters acessible via PhysActor allowing for a more uniform access. ...
* | | | | | | | | | | | | | | | | | | | In collisions report linksets root parts to parts, and not all parts.UbitUmarov2012-07-134-41/+45
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Temporary suspend collision checks on full stopped bodies, until a better away is found wake them, avoiding spurius collision end and start events. Until a nice way is found to avoid them, this may cause some higher cpu load. plus some clean up
* | | | | | | | | | | | | | | | | | | | fix bad vehicle reference frameUbitUmarov2012-07-131-1/+2
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* | | | | | | | | | | | | | | | | | | | Use faster any contact point collision detection for Volumedetect, plusUbitUmarov2012-07-123-98/+41
| |_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|/ |/| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | some clean up
* | | | | | | | | | | | | | | | | | | ubitODE leaksUbitUmarov2012-07-113-25/+33
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* | | | | | | | | | | | | | | | | | | let rotationVelocity or AngularVelocity be setted on prims. Limited toUbitUmarov2012-07-101-19/+46
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 12rad/s
* | | | | | | | | | | | | | | | | | | retry fixing ode getconfiguration()UbitUmarov2012-07-091-1/+8
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* | | | | | | | | | | | | | | | | | | fix ode getconfigurationUbitUmarov2012-07-092-2/+2
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* | | | | | | | | | | | | | | | | | | log ODE lib configurationUbitUmarov2012-07-091-3/+7
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* | | | | | | | | | | | | | | | | | | fix ODE dispose plus minor clean. On regions restart ode.dispose seemsUbitUmarov2012-07-091-15/+43
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | to be called with scene still calling simulation, that should be changed, for now added a check for a valid world in ode simulation
* | | | | | | | | | | | | | | | | | | ODE turn off material dependent friction while vehicle linear motor is ↵UbitUmarov2012-07-073-5/+9
| |_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|_|/ |/| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Effective. Increase a bit world damping of velocities
* | | | | | | | | | | | | | | | | | ubitode: create and use 4 off world collision spaces for offworld static primsUbitUmarov2012-06-301-11/+38
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* | | | | | | | | | | | | | | | | fix addforce/impulse.UbitUmarov2012-06-041-3/+3
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* | | | | | | | | | | | | | | | ubitode prim: if makebody() is called already having a body, do a full ↵UbitUmarov2012-05-301-3/+4
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | destrution so there are no 'leaks'.
* | | | | | | | | | | | | | | | Guard setting the building flagMelanie2012-05-301-0/+4
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* | | | | | | | | | | | | | | | Whitespace fixMelanie2012-05-301-1/+1
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* | | | | | | | | | | | | | | | fix physics not reporting collisions only with terrainUbitUmarov2012-05-291-0/+1
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* | | | | | | | | | | | | | | fix avatars collisions on sim crossings and other few cases where ↵UbitUmarov2012-05-281-2/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | freemove() is called
* | | | | | | | | | | | | | | a bit cleaner code (?) on sculpts/meshs meshing checkingUbitUmarov2012-05-281-7/+6
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* | | | | | | | | | | | | | | let meshs work indenpendently of mesh_sculpted_prim config optionUbitUmarov2012-05-281-29/+25
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* | | | | | | | | | | | | | | revert making sculpts phanton if sculpt meshing option is offUbitUmarov2012-05-281-2/+0
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* | | | | | | | | | | | | | | Let OOB information usable outside ubitodeUbitUmarov2012-05-273-29/+33
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* | | | | | | | | | | | | | | also don't collide sculps or meshs if meshing is OFFUbitUmarov2012-05-211-0/+2
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* | | | | | | | | | | | | | | try to let avas climb higher steps. Will only work in some cases, may have ↵UbitUmarov2012-05-212-9/+75
| |_|_|_|_|_|_|_|_|_|_|_|_|/ |/| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | bad effects, so needs some more testing
* | | | | | | | | | | | | | minor changesUbitUmarov2012-05-203-32/+24
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* | | | | | | | | | | | | | reduce useless waste of cpu. Make character collision events be done ↵UbitUmarov2012-05-193-125/+145
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | similiar to parts. Let same thread do it all ( like in parts ) ( to change this some structs copies must be added)
* | | | | | | | | | | | | | fix character IsPhysicalUbitUmarov2012-05-191-1/+1
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* | | | | | | | | | | | | | add colliders relative velocity projected in collision direction to ↵UbitUmarov2012-05-193-1/+13
| |_|_|_|_|_|_|_|_|_|_|_|/ |/| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | collisions report information.
* | | | | | | | | | | | | ubitODE: if stopped having collisions do report zero colisions once, so ↵UbitUmarov2012-05-152-9/+43
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | collision_end event can be triggered. Changed reports rate to the requested rate and not full ode rate.
* | | | | | | | | | | | | ubitODE: fix not reporting land collisions on same cases.UbitUmarov2012-05-151-2/+25
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* | | | | | | | | | | | ubitODE fix force in case of mlinear motor offset presentUbitUmarov2012-05-131-4/+5
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* | | | | | | | | | | | ubitODE let vehicles responde faster to changes of some parameters like ↵UbitUmarov2012-05-121-12/+13
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | motors decay times
* | | | | | | | | | | | ubitODE reduced again a bit the max allowed correction velocity on ↵UbitUmarov2012-05-121-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | colisions, to reduce a bit bouncing inerent to colisions.
* | | | | | | | | | | | ubitODE: trial workaround for avatar colisionsUbitUmarov2012-05-121-6/+49
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* | | | | | | | | | | | revert terminal vel reduction. It helped but not efectiveUbitUmarov2012-05-111-2/+2
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* | | | | | | | | | | reduce avatars terminal velocity to less than 30m/s or colisions with basic ↵UbitUmarov2012-05-102-6/+9
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | boxs fail badly. (ode lib problem. chode just may support a bit higher velocity due to the use of tilt).
* | | | | | | | | | | ubitode: changes to vehicles servosUbitUmarov2012-05-101-100/+154
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* | | | | | | | | | minor change to linear motor decayUbitUmarov2012-05-071-11/+17
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* | | | | | | | | UbitODE: reduced the diference btw dinamic and static friction, making ↵UbitUmarov2012-05-051-17/+17
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | dinamic larger more identical to static.
* | | | | | | | | ubitODE prims: - moved outbounds checking back to ↵UbitUmarov2012-05-051-4/+91
| |_|_|_|_|_|_|/ |/| | | | | | | | | | | | | | | | | | | | | | | UpdatePositionAndVelocity() from move() so it's done at end of each ode step and when it reports positions to core. There should be no need to check in both places. - Addforce() and AddAngularForce now apply a force if parameter pushforce is true or apply a impulse if false as it's actually needed (the prims grab case should be a force)
* | | | | | | | force lower avatar density for testingUbitUmarov2012-05-051-0/+4
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* | | | | | | | UbitODE: leave avatar 'freemove' state (entered on setmomentum) on any ↵UbitUmarov2012-05-041-2/+4
| |_|_|_|_|_|/ |/| | | | | | | | | | | | | | | | | | | | significant change like new 'velocity' or new position, etc, requests
* | | | | | | Improved sitted avatars crossings ( plus tests on vehicles)UbitUmarov2012-05-021-5/+6
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* | | | | | ubitODE fix applyROtationImpulse, let vehicle hover be relative to root ↵UbitUmarov2012-04-292-15/+32
| | | | | | | | | | | | | | | | | | | | | | | | prim and not center of mass ( as SL docs said) updated some flags to current ones