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* Merge branch 'master' of ssh://melanie@3dhosting.de/var/git/careminster into ↵Melanie2012-03-046-641/+496
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| * This still causes terrain artefactsMelanie2012-03-021-3/+3
| | | | | | | | | | | | Revert " fix my bug on ChODE terrain heightmap build" This reverts commit aa77d1d486f11da7dc841190f1ca85e085d0d648.
| * This still causes terrain artefactsMelanie2012-03-021-3/+1
| | | | | | | | | | | | Revert " fix the last fix. Regions are square but... Also remove the 0.5 offset in map position. It was apparently needed to fix we having nsamples = size and not size + 1." This reverts commit 15bc539bd49e7a09c1ec6e539871cde5eee6032e.
| * made box a little largerUbitUmarov2012-02-281-6/+6
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| * A few blind changes to go try to go around bad mesh little box replacement failUbitUmarov2012-02-281-67/+50
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| * Really dirty hack to make sims start. Causes errors but the ting runs. RemoveMelanie2012-02-281-1/+5
| | | | | | | | when fixed right.
| * Let inworld meshs colide as such and not as basic prim all the time. ↵UbitUmarov2012-02-272-5/+10
| | | | | | | | Removed also LOD, and outerskin on colision meshs.
| * update ubitODE to my current working stateUbitUmarov2012-02-274-568/+378
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| * added in chODE GeomTriMeshDataDestroy to explicity release internal trimesh ↵UbitUmarov2012-02-262-3/+41
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| * replace bad meshs by a small cube and log it.UbitUmarov2012-02-241-5/+21
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| * stop using useless geom tricallback.UbitUmarov2012-02-241-1/+2
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* | Merge branch 'master' into careminsterMelanie2012-02-241-0/+2
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| * Stop spurious scene loop startup timeout alarms for scenes with many prims.Justin Clark-Casey (justincc)2012-02-241-0/+2
| | | | | | | | | | | | | | | | On the first frame, all startup scene objects are added to the physics scene. This can cause a considerable delay, so we don't start raising the alarm on scene loop timeouts until the second frame. This commit also slightly changes the behaviour of timeout reporting. Previously, a report was made for the very first timed out thread, ignoring all others until the next watchdog check. Instead, we now report every timed out thread, though we still only do this once no matter how long the timeout.
* | fix the last fix. Regions are square but... Also remove the 0.5 offset in ↵UbitUmarov2012-02-231-1/+3
| | | | | | | | map position. It was apparently needed to fix we having nsamples = size and not size + 1.
* | fix my bug on ChODE terrain heightmap buildUbitUmarov2012-02-231-3/+3
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* | Reverse the changed to ODE heightmap. It results in SERIOUS issues like anMelanie2012-02-211-4/+4
| | | | | | | | irreversible y-flip and holes in the map.
* | Merge branch 'master' into careminsterMelanie2012-02-216-939/+4
|\ \ | |/ | | | | Conflicts:
| * Load 32-bit or 64-bit BulletSim Windows library automatically as appropriate.Justin Clark-Casey (justincc)2012-02-211-0/+3
| | | | | | | | | | This uses the same approach as ODE. radams, if this doesn't work for you please feel free to revert.
| * Add 64 bit Windows sqlite3.dll and use this if running a 64-bit windows process.Justin Clark-Casey (justincc)2012-02-211-14/+1
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| * Remove PhysXPlugin and wrappers.Justin Clark-Casey (justincc)2012-02-215-1001/+0
| | | | | | | | | | In over 4 years this never progressed beyond an unimplemented stub. This doesn't mean that it can't come back if someone is interested in implementing PhysX support.
* | Merge branch 'ubitwork'Melanie2012-02-1918-1071/+12694
|\ \ | | | | | | | | | | | | | | | Conflicts: OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs
| * | minor fix to chODE terrain heighmap scaleUbitUmarov2012-02-191-4/+4
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| * | changed how vehicle data is stored and passed to physics. use unsafe in ↵UbitUmarov2012-02-184-59/+347
| | | | | | | | | | | | serializer, tried to control m_dupeInProgress
| * | Added simple binary serializer/deserializer to chODE. 100% untested and most ↵UbitUmarov2012-02-175-1035/+1540
| | | | | | | | | | | | like still broken
| * | Now if chode prim.cs detects out of bounds it requests a update and blocks ↵UbitUmarov2012-02-152-20/+45
| | | | | | | | | | | | movement and colisions. Base code must do a PhysActor.CrossingFailure() to make it move again inside sim or delete it.
| * | don't freeze with a sitted avatar in a border without other sim. Still messy :(UbitUmarov2012-02-151-2/+2
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| * | try to make crossings work better. chode no longer prevents crossings i hopeUbitUmarov2012-02-151-6/+50
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| * | Merge branch 'master' of ssh://3dhosting.de/var/git/careminster into ubitworkUbitUmarov2012-02-152-1/+53
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| * | | remove drawstuff from ubitodeUbitUmarov2012-02-114-256/+1
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| * | | removed outdated coments.UbitUmarov2012-02-111-630/+0
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| * | | remove forgotten taints codeUbitUmarov2012-02-111-32/+0
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| * | | UbitODE: replace 'taints' by 'changes' for avatars also. This provides ↵UbitUmarov2012-02-113-250/+378
| | | | | | | | | | | | | | | | better time order with changes in prims.
| * | | vehicle changes done by simulation thread and not calling oneUbitUmarov2012-02-112-132/+200
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| * | | changes to vehicle bankingUbitUmarov2012-02-111-69/+23
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| * | | a bit better vertical attractor and bankingUbitUmarov2012-02-111-12/+23
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| * | | Use mesh to estimate real center of prims if avaiable. Let sculpt map ↵UbitUmarov2012-02-115-33/+129
| | | | | | | | | | | | | | | | textures with alpha channel work. On linux J2DecodeCache folder must be deleted to remove bad entries. Corrently this can't be cached on linux (mono/ cairo/? problem)
| * | | scale avatar push force with avatar densityUbitUmarov2012-02-111-1/+2
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| * | | test on gitUbitUmarov2012-02-104-0/+4
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| * | | Changes to vehicles code etc. Includes some debug aids to remove later.UbitUmarov2012-02-104-243/+145
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| * | | initial introdution of physics actor building control.UbitUmarov2012-02-081-1/+1
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| * | | changes in physics manager, needed for UbitODEUbitUmarov2012-02-082-1/+28
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| * | | UbitODE plugin initial commitUbitUmarov2012-02-0810-0/+11556
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* | | | Merge branch 'master' of ssh://3dhosting.de/var/git/careminsterMelanie2012-02-193-5/+29
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| * \ \ \ Merge branch 'master' into careminsterMelanie2012-02-183-5/+29
| |\ \ \ \ | | |_|/ / | |/| | / | | | |/ | | |/| | | | | Conflicts: OpenSim/Region/Framework/Scenes/Scene.Inventory.cs OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
| | * | Report an error if the required native Windows ODE library can't be found.Justin Clark-Casey (justincc)2012-02-181-1/+4
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| | * | On Windows automatically load the correct native ODE library depending on ↵Justin Clark-Casey (justincc)2012-02-182-3/+24
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | whether the process is 32-bit or 64-bit In theory, this means that a 64-bit Windows OS user can now run OpenSim.exe with ODE and use more than 2 (or 3) GB of memory. However, this is completely untested since I don't currently own a 64-bit Windows box. Feedback appreciated. Using OpenSim.32BitLaunch.exe should continue to work. Other platforms are unaffected. This will currently not work with sqlite - I will add that too if this works.
| | * | Comment out "experimental" log message printed out whenever a physics mesh ↵Justin Clark-Casey (justincc)2012-02-161-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | was generated for a mesh Also adds prim name to the "no asset data" error log message
* | | | Now if chode prim.cs detects out of bounds it requests a update and blocks ↵UbitUmarov2012-02-152-20/+45
| | | | | | | | | | | | | | | | movement and colisions. Base code must do a PhysActor.CrossingFailure() to make it move again inside sim or delete it.
* | | | don't freeze with a sitted avatar in a border without other sim. Still messy :(UbitUmarov2012-02-151-2/+2
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* | | | try to make crossings work better. chode no longer prevents crossings i hopeUbitUmarov2012-02-151-6/+50
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