| Commit message (Collapse) | Author | Age | Files | Lines |
... | |
| |
| |
| |
| |
| |
| | |
Set ERP and CFM in linkset constraints.
Reorder rebuilding of object bodies so they are not rebuilt everytime
something is linked and unlinked.
|
|\ \
| | |
| | |
| | |
| | | |
Conflicts:
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
|
| | |
| | |
| | |
| | | |
inworldz claims and SL's realities
|
|\ \ \
| | |/
| |/|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
Conflicts:
OpenSim/Framework/Monitoring/BaseStatsCollector.cs
OpenSim/Region/Application/OpenSim.cs
OpenSim/Region/Application/OpenSimBase.cs
OpenSim/Region/Framework/Scenes/SceneManager.cs
bin/OpenMetaverse.Rendering.Meshmerizer.dll
bin/OpenMetaverse.StructuredData.dll
bin/OpenMetaverse.dll
bin/OpenMetaverseTypes.dll
prebuild.xml
|
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
is always IntPtr.Zero and contacts returned always have a valid geometry.
Possibly this was for a feature that was never implemented or was otherwise removed.
Thanks to SignpostMarv for the spot of the warning that shows this parameter was never changed.
|
| | | |
|
| | |
| | |
| | |
| | |
| | |
| | | |
and into its own class. The BulletSim data structures track
individual prims as linksets of 1 so most of the prim code is not
different between a linked and unlinked object.
|
| | |
| | |
| | |
| | | |
Fixes exception that happens when shutting down region (improvements from last patch)
|
| | | |
|
| | |
| | |
| | |
| | | |
Only it's hairdresser knows for sure)
|
| | | |
|
| | |
| | |
| | |
| | | |
forces.
|
| | |
| | |
| | |
| | |
| | | |
to change to have a parameter show up in the ini file and
command line. Will make it much easier for the next person.
|
| | | |
|
| | |
| | |
| | |
| | | |
for more flexibility.
|
|\ \ \
| |/ /
| | |
| | |
| | | |
Conflicts:
OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs
|
| | |
| | |
| | |
| | | |
is given if not physical.
|
| | | |
|
| | | |
|
| | |
| | |
| | |
| | | |
Modify ZeroMotion() to not make tainting calls and to use new API calls.
|
| | |
| | |
| | |
| | | |
rebuilding the object each time. Makes it an O(n) operation rather than O(n\!).
|
|\ \ \
| |/ /
| | /
| |/
|/|
| | |
Conflicts:
OpenSim/Region/ScriptEngine/Shared/Helpers.cs
prebuild.xml
|
| |
| |
| |
| | |
attempting to fix a mono compile error.
|
| |
| |
| |
| |
| |
| |
| |
| | |
Physical linksets are fully functional.
Tweeking of the vehicle code to make it semi-work.
Utilize the new API2 for some setting operations.
Add GetOrientation() API call for proper reporting of children of linksets.
Changes the interface between C# and C++ code so old DLLs won't work!
|
| |
| |
| |
| | |
scene into vehicle dynamics code.
|
| | |
|
| |
| |
| |
| | |
Cleaned up code and got rid of compile warnings.
|
| |
| |
| |
| |
| |
| |
| | |
with an ini configuration parameter.
Correct computation of relative offsets of children in a linkset.
Remove a prim from any link relationship before deleting it.
Minor code flow cleanups.
|
| |
| |
| |
| | |
back)
|
|\ \ |
|
| |\ \
| | | |
| | | |
| | | |
| | | |
| | | |
| | | | |
Conflicts:
OpenSim/Framework/Servers/HttpServer/BaseHttpServer.cs
OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
OpenSim/Region/Framework/Scenes/Scene.cs
|
| |\ \ \
| | | |/
| | |/|
| | | |
| | | | |
Conflicts:
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
|
| | | |
| | | |
| | | |
| | | | |
sliced linear prims. Addresses Mantis #6085
|
| |\ \ \
| | | | |
| | | | |
| | | | |
| | | | | |
Conflicts:
OpenSim/Data/MySQL/MySQLSimulationData.cs
|
| |\ \ \ \
| | | |/ /
| | |/| |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
Conflicts:
OpenSim/Framework/Watchdog.cs
OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
OpenSim/Region/Framework/Scenes/ScenePresence.cs
|
| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
the simulator in batches.
More comments.
|
| |\ \ \ \
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
Conflicts:
OpenSim/Framework/Servers/HttpServer/PollServiceEventArgs.cs
OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
|
| |\ \ \ \ \
| | | |/ / /
| | |/| | | |
|
| | | | | | |
|
| |\ \ \ \ \
| | |/ / / /
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
Conflicts:
OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
OpenSim/Region/Framework/Scenes/Scene.cs
|
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
rather than outside to avoid a very occasional race condition with the stat collection thread
|
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
_collisionEventPrimChanges to m_collisionEventActorsChanges to reflect their actual contents.
These dictionaries handle all actor types, not just physical prims.
|
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
reporting on logout, rather than stopping clearing their collision events.
This occurred in b18c8c8 (Thu May 17 2012).
This was a cause of very occasional race conditions and likely memory leakage as clients came and went from the region.
|
| |\ \ \ \ \
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
Conflicts:
OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
|
| |\ \ \ \ \ \
| | | |/ / / /
| | |/| | | |
| | | | | | |
| | | | | | | |
Conflicts:
OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
These will act as a sanity check with the main scene stats, to show that physics scene entities are being managed properly.
Total prims will not match scene total prims since physics total does not include phantom prims
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
possible. All subsequent code is only relevant if there are contacts.
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
native spaces or geom collision code
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
millisecond optional stats
|
| | | | | | | |
|