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| * | 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
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| * 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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* | | Merge branch 'master' into careminsterMelanie2012-02-152-1/+53
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| * correct the default avatar_terminal_velocity value that I accidentally left ↵Justin Clark-Casey (justincc)2012-02-111-1/+1
| | | | | | | | in whilst testing
| * Clamp ODE character velocity. Make ODE falling character 54m/s by default.Justin Clark-Casey (justincc)2012-02-112-1/+53
| | | | | | | | | | | | | | If velocity reaches 256 in any vector then bad things happen with ODE, so we now clamp this value. In addition, a falling avatar is clamped by default at 54 m/s, which is the same as a falling skydiver. This also appears to be the value used on the linden lab grid. This should resolve http://opensimulator.org/mantis/view.php?id=5882
* | Merge branch 'master' into careminsterMelanie2012-01-264-7/+63
|\ \ | |/ | | | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/Scene.Inventory.cs OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
| * Update BulletSim.dll with some interface changes and tuning (see ↵Robert Adams2012-01-252-6/+31
| | | | | | | | opensim-libs). Change BSScene to use new interface.
| * Serialize calls to ODE Collide() function across OdeScene instances to ↵Justin Clark-Casey (justincc)2012-01-252-1/+32
| | | | | | | | | | | | | | | | | | prevent ODE crashes on simulators running more than one region. It turns out that calls to Collide() are not thread-safe even for objects in different ODE physics worlds due to ODE static caches. For simulators running multiple regions, not serializing calls from different scene loops will sooner or later cause OpenSim to crash with a native stack trace referencing OBBCollider. This affects the default OPCODE collider but not GIMPACT. However, GIMPACT fails for other reasons under some current simulator loads. ODE provides a thread local storage option, but as of ODE r1755 (and r1840) DLLs compiled with this crash OpenSim immediately.
* | Merge branch 'master' into careminsterMelanie2012-01-252-12/+27
|\ \ | |/ | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/SceneGraph.cs