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* | | Merge commit '227db07f2ff8a1ba840a0d3018bb242a34d6038f' into bigmerge | Melanie | 2011-10-25 | 2 | -91/+79 | |
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| * | refactor: move 3x copy/pasted ode structure removal code in ODECharacter ↵ | Justin Clark-Casey (justincc) | 2011-10-13 | 2 | -91/+79 | |
| | | | | | | | | | | | | into a DestroyOdeStructures() method also adds some method doc | |||||
* | | Merge commit '9090039324ecc45bf1005e719f61a80f0187cb73' into bigmerge | Melanie | 2011-10-12 | 1 | -3/+0 | |
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| * | Remove unused local variable i from OdeScene.Simulate() | Justin Clark-Casey (justincc) | 2011-10-05 | 1 | -3/+0 | |
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* | | Merge commit '1e798136c3458b8255fcb6341713bf9dbb689f4b' into bigmerge | Melanie | 2011-10-11 | 1 | -2/+2 | |
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| * | adjust some whitespace to trigger another build, to check the last failure ↵ | Justin Clark-Casey (justincc) | 2011-09-17 | 1 | -2/+2 | |
| | | | | | | | | was just a glitch | |||||
* | | Merge commit 'f95033812402aaf31a9f2f66c946165d2d79669f' into bigmerge | Melanie | 2011-10-11 | 9 | -7026/+0 | |
|\ \ | |/ | | | | | | | | | | | Conflicts: OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs prebuild.xml | |||||
| * | Remove old bullet DotNET and X libraries in preparation for BulletS | Justin Clark-Casey (justincc) | 2011-09-17 | 9 | -7027/+0 | |
| | | | | | | | | | | These weren't working properly anyway. You will need to rerun prebuild.sh/.bat after this commit, and maybe "nant clean" as well. | |||||
* | | Merge commit '6f542f73d4aacc0b92c2ebcff84b4ce2c8d9433b' into bigmerge | Melanie | 2011-10-11 | 1 | -6/+13 | |
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| * | Stop the avatar stalling on its first boarder cross when using the ODE plugin | Justin Clark-Casey (justincc) | 2011-09-16 | 1 | -6/+13 | |
| | | | | | | | | | | | | When upgrading the previously child agent to a root, the code was setting the Size parameter on the ODECharacter PhysicsActor. This in turn reset Velocity, which cause the border stall. I'm fixing this by commenting out the Velocity = Vector3.Zero lines since they don't appear to play a useful purpose | |||||
* | | Resolve merge commits, stage 1 | Tom | 2011-09-04 | 39 | -925/+10812 | |
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| * | Use GetMeshKey from PrimitiveBaseShape. | Robert Adams | 2011-08-29 | 2 | -15/+23 | |
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| * | Merge branch 'master' into bulletsim | Mic Bowman | 2011-08-29 | 2 | -67/+43 | |
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| | * | Move GetMeshKey from buried inside Meshmerizer to a public method on ↵ | Robert Adams | 2011-08-28 | 1 | -62/+1 | |
| | | | | | | | | | | | | | | | | | | PrimitiveBaseShape Signed-off-by: BlueWall <jamesh@bluewallgroup.com> | |||||
| | * | Add level of detail specification to optionally reduce the number of ↵ | Robert Adams | 2011-08-28 | 2 | -5/+42 | |
| | | | | | | | | | | | | | | | | | | vertices in generated prim meshes Signed-off-by: BlueWall <jamesh@bluewallgroup.com> | |||||
| * | | BulletSim: add mesh representation. Use meshes for static objects and switch ↵ | Robert Adams | 2011-08-26 | 3 | -129/+228 | |
| | | | | | | | | | | | | to hulls for physical objects. | |||||
| * | | Merge branch 'master' into bulletsim | Mic Bowman | 2011-08-19 | 1 | -1/+7 | |
| |\ \ | | |/ | | | | | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/SceneManager.cs | |||||
| | * | If SP.MoveToTarget has been called with a force walk, begin by landing the ↵ | Justin Clark-Casey (justincc) | 2011-08-11 | 1 | -1/+5 | |
| | | | | | | | | | | | | | | | | | | avatar. There is a bug here - once an avatar has landed it glides to its new position instead of performing a walk animation | |||||
| | * | Add a OS_NPC_LAND_AT_TARGET option to osMoveToTarget() | Justin Clark-Casey (justincc) | 2011-08-10 | 1 | -0/+2 | |
| | | | | | | | | | | | | | | | | | | | | | Default for this function is now not to automatically land. This allows better control by scripts when an avatar is going to be landing on a prim rather than the ground. Stopping the avatar involves faking a collision, to avoid the pid controller making it overshoot. A better approach would be to gradually slow the avatar as we near the target | |||||
| * | | BulletSim: add runtime setting of physics parameters. Update default values. | Robert Adams | 2011-08-18 | 5 | -28/+329 | |
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| * | | BulletSim: fix problem with not convex hulling large objects by creating ↵ | Mic Bowman | 2011-08-05 | 1 | -3/+5 | |
| | | | | | | | | | | | | unit meshes and always scaling in Bullet | |||||
| * | | Merge branch 'master' into bulletsim | Mic Bowman | 2011-08-05 | 6 | -821/+924 | |
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| | * | extend move test to check one beat of the simulator without actually asking ↵ | Justin Clark-Casey (justincc) | 2011-08-03 | 1 | -4/+8 | |
| | | | | | | | | | | | | the npc to move. | |||||
| | * | Move common gemo/agent map name code into CreateGeom() | Justin Clark-Casey (justincc) | 2011-08-01 | 1 | -11/+5 | |
| | | | | | | | | | | | | Fix build break. | |||||
| | * | Instead of preserving old name in geom_name_map in change size or shape, use ↵ | Justin Clark-Casey (justincc) | 2011-08-01 | 1 | -7/+3 | |
| | | | | | | | | | | | | | | | | | | the Name property instead. This is equivalent since the prim 'name' is never changed. In fact, this propery is never used for prims | |||||
| | * | comment out unused code in OdeScene.TriCallback() | Justin Clark-Casey (justincc) | 2011-08-01 | 1 | -12/+12 | |
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| | * | On geom removal, remove the name from the OdeScene.geom_name_map too | Justin Clark-Casey (justincc) | 2011-08-01 | 1 | -0/+1 | |
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| | * | remove the unused ODEPrim.prev_geom field | Justin Clark-Casey (justincc) | 2011-08-01 | 1 | -3/+0 | |
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| | * | When an ODE geom is removed (as when a non-phantom prim is deleted, resized ↵ | Justin Clark-Casey (justincc) | 2011-08-01 | 1 | -0/+2 | |
| | | | | | | | | | | | | | | | | | | or shape changed, also remove the OdeScene.actor_name_map entry pointing to the phys actor This is to stop a small memory leak over time when prims are deleted or phantom-toggled | |||||
| | * | refactor: centralize prim geom removal code from four places to one | Justin Clark-Casey (justincc) | 2011-08-01 | 3 | -43/+48 | |
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| | * | minor: add note to RemovePrimThreadLocked() to the effect that it contrary ↵ | Justin Clark-Casey (justincc) | 2011-08-01 | 2 | -1/+4 | |
| | | | | | | | | | | | | to the summary, it is being called from within Simulate() lock (OdeLock) | |||||
| | * | If a prim changes size or shape, add actor to _parent_scene.actor_name_map ↵ | Justin Clark-Casey (justincc) | 2011-08-01 | 1 | -1/+4 | |
| | | | | | | | | | | | | | | | | | | | | | | | | with new prim_geom key, as the old one becomes invalid. This resolves http://opensimulator.org/mantis/view.php?id=5603 where changing size or shape would stop collision_start being fired in a running script. In both this and existing code we are not removing old actors from actor_name_map when the existing prim_geom is removed, which leads to a small memory leak over time. This needs to be fixed. | |||||
| | * | minor: indentation correction | Justin Clark-Casey (justincc) | 2011-08-01 | 1 | -17/+13 | |
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| | * | Remove _mesh field since the mesh data no longer needs to be stored after ↵ | Justin Clark-Casey (justincc) | 2011-07-31 | 1 | -49/+16 | |
| | | | | | | | | | | | | | | | | | | it's initially used. This may improve memory usage for regions using mesh and sculpts, though I suspect that it doesn't address the current memory leak. | |||||
| | * | refactor: Remove argument to pass in an initial mesh to OdePrim since this ↵ | Justin Clark-Casey (justincc) | 2011-07-31 | 2 | -27/+5 | |
| | | | | | | | | | | | | | | | | | | is no longer required and it prevents removal of the _mesh field (which is only used temporarily) If passing in a mesh becomes important again in the future then this can be reinstated. | |||||
| | * | minor: correct method doc for last commit | Justin Clark-Casey (justincc) | 2011-07-31 | 1 | -1/+1 | |
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| | * | refactor: rename CreateGeom _mesh argument to mesh, so as to not confuse ↵ | Justin Clark-Casey (justincc) | 2011-07-31 | 1 | -3/+3 | |
| | | | | | | | | | | | | this with the pre-existing _mesh field | |||||
| | * | minor: method doc | Justin Clark-Casey (justincc) | 2011-07-31 | 2 | -4/+20 | |
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| | * | Refactor: Replace instances of m_isphysical with IsPhysical rather than have ↵ | Justin Clark-Casey (justincc) | 2011-07-30 | 1 | -33/+40 | |
| | | | | | | | | | | | | | | | | | | some code reference the private var and other the public var without any functionality difference. Add some method doc to IsPhysical | |||||
| | * | refactor: Rename ODEPrim.ParentPrim() to AddChildPrim() for code readability | Justin Clark-Casey (justincc) | 2011-07-30 | 1 | -11/+14 | |
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| | * | minor: remove mono compiler warnings, some code spacing adjustments | Justin Clark-Casey (justincc) | 2011-07-30 | 3 | -7/+8 | |
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| | * | minor: Add method doc to collision subscription methods. Change method case ↵ | Justin Clark-Casey (justincc) | 2011-07-30 | 3 | -7/+26 | |
| | | | | | | | | | | | | to reflect OpenSim standards. | |||||
| | * | refactor: extract method that generates a physics mesh from prim shape data | Justin Clark-Casey (justincc) | 2011-07-30 | 1 | -117/+141 | |
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| | * | refactor: extract code which generate points and faces from sculpt data into ↵ | Justin Clark-Casey (justincc) | 2011-07-30 | 1 | -220/+240 | |
| | | | | | | | | | | | | | | | | | | it's own method. fix build break. | |||||
| | * | fix bug in previous commit | Justin Clark-Casey (justincc) | 2011-07-30 | 1 | -1/+2 | |
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| | * | refactor: move the code that generates physics meshs from prim mesh data ↵ | Justin Clark-Casey (justincc) | 2011-07-30 | 1 | -99/+123 | |
| | | | | | | | | | | | | into a separate method, in order to make the code more readable. | |||||
| | * | Return null from CreateMeshFromPrimMesher if OpenJPEG decoding of the sculpt ↵ | Justin Clark-Casey (justincc) | 2011-07-29 | 1 | -1/+11 | |
| | | | | | | | | | | | | | | | | | | data fails. This is to address http://opensimulator.org/mantis/view.php?id=5612 | |||||
| | * | fix extremely minor Ode bug where the _taintedPrimL list would always be ↵ | Justin Clark-Casey (justincc) | 2011-07-29 | 1 | -3/+14 | |
| | | | | | | | | | | | | cleared on every OdeScene.Simulate() even if it was already empty. | |||||
| | * | refactor: Move another chunk of ninja code out of the OdeScene.Simulate() ↵ | Justin Clark-Casey (justincc) | 2011-07-29 | 1 | -28/+36 | |
| | | | | | | | | | | | | loop for consistency and readability. | |||||
| | * | refactor: Simplify reading OdeScene.Simulate() loop by shunting all the ↵ | Justin Clark-Casey (justincc) | 2011-07-29 | 1 | -182/+191 | |
| | | | | | | | | | | | | | | | | | | NINJA joints stuff into its own method. Now if ninja joints isn't active (which is the default) don't have to wade through a lot of massively indented irrelevant code. |