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| | * Always send a time dilation of 1.0 while we debug rubberbanding issuesJohn Hurliman2009-10-281-1/+2
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| | * Limit physics time dilation to 1.0John Hurliman2009-10-281-1/+1
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| | * * Reduce the velocity tolerance on sending terse updates to avoid slowly ↵John Hurliman2009-10-281-3/+10
| | | | | | | | | | | | | | | | | | drifting prims/avatars * Added contacts_per_collision to the ODE config section. This allows you to reduce the maximum number of contact points ODE will generate per collision and reduce the size of the array that stores contact structures
| | * Fixed a bad check on velocity in the ODE near() callback (it was only ↵John Hurliman2009-10-281-3/+3
| | | | | | | | | | | | checking for velocity in certain directions, and was calling the get_Velocity() function three times)
| | * Switching sculpty from CSJ2K back to OpenJPEG for now until more kinks are ↵John Hurliman2009-10-281-2/+6
| | | | | | | | | | | | ironed out
| | * Print the exception message when CSJ2K decoding fails for sculpty texturesJohn Hurliman2009-10-281-3/+3
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| | * Move the calculation of time dilation from the scene to the physics engine. ↵John Hurliman2009-10-272-2/+14
| | | | | | | | | | | | The scene is still the one reporting dilation so this does not break the API or remove flexibility, but it gets the calculation happening in the right place for the normal OpenSim usage. The actual calculation of physics time dilation probably needs tweaking
| * | minor: remove some mono compiler warningsJustin Clark-Casey (justincc)2009-11-033-17/+17
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* | Merge branch 'vehicles' into testsKittoFlora2009-10-2725-811/+857
|\ \ | |/ | | | | | | | | | | Conflicts: OpenSim/Region/Physics/Manager/PhysicsActor.cs OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
| * * Switched from OpenJPEG to CSJ2K in MeshmerizerJohn Hurliman2009-10-261-3/+1
| | | | | | | | * Tested the previous patch and found no regressions
| * Experimental change of PhysicsVector to Vector3. UntestedJohn Hurliman2009-10-2625-800/+794
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| * Added calls to GC.AddMemoryPressure() when unmanaged memory is allocated for ↵John Hurliman2009-10-261-0/+6
| | | | | | | | ODE (helps the GC make better scheduling choices), and a call to GC.Collect() right before logins are enabled for a region. Although this doesn't change actual memory usage, it improves the reported usage from OpenSim and the operating system
| * No need to create dupe TriMeshData for ODE. A previous patch created a ↵Dan Lake2009-10-261-6/+14
| | | | | | | | dictionary to store unique meshes in Meshmerizer based on creation params. This patch contains a dictionary to map each of those unique meshes to its ODE TriMeshData. This eliminated hundreds of megabytes of memory consumption in the unmanaged heap when there are lots of the same prim (roof tiles, bricks, siding, decks, chairs, etc). The objects do not need to be physical to benefit from this patch.
| * Do case-insensitive comparisons on region names in LLStandaloneLoginModuleJohn Hurliman2009-10-261-2/+2
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| * * Changed the watchdog timer to improve the speed of UpdateThread(), only ↵John Hurliman2009-10-261-2/+6
| | | | | | | | | | | | track threads once the first call to UpdateThread() has been made, and allow re-tracking of threads that timed out but revived later * Added a commented out call to Watchdog.UpdateThread() in OdeScene. If it turns out that loading a large OAR file or some other operation is timing out the heartbeat thread, we'll need to uncomment it
| * Changing Scene.ForEachClient to use the synchronous for loop instead of ↵John Hurliman2009-10-252-1/+4
| | | | | | | | | | | | | | | | | | | | Parallel. This is quite possibly the source of some deadlocking, and at the very least the synchronous version gives better stack traces * Lock the LLUDPClient RTO math * Add a helper function for backing off the RTO, and follow the optional advice in RFC 2988 to clear existing SRTT and RTTVAR values during a backoff * Removing the unused PrimitiveBaseShape.SculptImage parameter * Improved performance of SceneObjectPart instantiation * ZeroMesher now drops SculptData bytes like Meshmerizer, to allow the texture data to be GCed * Improved typecasting speed in MySQLLegacyRegionData.BuildShape() * Improved the instantiation of PrimitiveBaseShape
| * Patch from dslake http://opensimulator.org/mantis/view.php?id=4291 0004291: ↵dslake2009-10-231-2/+3
| | | | | | | | Inconsistent locking of ODE tainted prims
| * * Moved Copyrights above the comments in ODEPrim and ODEDynamics so they're ↵Teravus Ovares (Dan Olivares)2009-10-222-26/+28
| | | | | | | | consistent with the rest (and so chi11ken's auto copyright adding script doesn't duplicate the copyright.
| * Commented out instrumentation in ODEPrim.csKittoFlora2009-10-221-0/+8
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* | llRotLookAt Pt 2KittoFlora2009-10-272-37/+52
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* | Add llRotLookat pt1.KittoFlora2009-10-2611-24/+234
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* | Commented out instrumentation in ODEPrim.csKittoFlora2009-10-221-0/+8
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* Merge branch 'master' into vehiclesMelanie2009-10-223-6/+21
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| * * Removing ODEPrim and ODECharacter GetHashCode() overrides since they were ↵John Hurliman2009-10-202-10/+0
| | | | | | | | | | | | based on something that could change * Tweaked a few other GetHashCode() overrides to bring them in line with MSDN recommendations
| * Merge branch 'prioritization' of ssh://opensimulator.org/var/git/opensim ↵John Hurliman2009-10-191-0/+4
| |\ | | | | | | | | | into prioritization
| | * Forgot {} on last commit.Diva Canto2009-10-191-0/+2
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| | * More instrumentation in physics.Diva Canto2009-10-191-0/+2
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| * | Merge branch 'master' of ssh://opensimulator.org/var/git/opensim into ↵John Hurliman2009-10-194-7/+7
| |\ \ | | |/ | |/| | | | prioritization
| * | Merge branch 'prioritization' of ssh://opensimulator.org/var/git/opensim ↵John Hurliman2009-10-182-1/+14
| |\ \ | | | | | | | | | | | | into prioritization
| | * | A bit of instrumentation to figure out what's going on with physics actors.Diva Canto2009-10-182-1/+14
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| * | | Zero out PrimitiveBaseShape.SculptData after the JPEG2000 data has been ↵John Hurliman2009-10-181-0/+3
| |/ / | | | | | | | | | decoded to allow garbage collection on it
* | | Merge branch 'master' into vehiclesMelanie2009-10-195-9/+51
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| * | Formatting cleanup.Jeff Ames2009-10-194-7/+7
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| * | * One more tweak to inform the user that they may not be able to move until ↵Teravus Ovares (Dan Olivares)2009-10-161-1/+1
| | | | | | | | | | | | relogging.
| * | * After seeing it repeat over and over again.. again, We won't inform the ↵Teravus Ovares (Dan Olivares)2009-10-161-1/+1
| |/ | | | | | | scenepresence that there was an issue so it doesn't try to make the capsule again. I have a feeling that this is some kind of object leak. We'll know for sure.. soon.
| * * One more attempt at the NullRef In The OdePlugin. This might fix it, but ↵Teravus Ovares (Dan Olivares)2009-10-162-1/+22
| | | | | | | | it will definitely get us closer to the root cause.
| * * Added a message for when the null reference exception occurs to make ↵Teravus Ovares (Dan Olivares)2009-10-161-3/+4
| | | | | | | | debugging easier. Without this, from the user's perspective.. they cannot move, fly or otherwise do anything physical and without a message on the console, it would be hard to tell that this is what is occurring.
| * * A hacky attempt at resolving mantis #4260. I think ODE was unable to ↵Teravus Ovares (Dan Olivares)2009-10-161-2/+22
| | | | | | | | | | | | allocate memory, and therefore the unmanaged wrapper call fails or worse.. there's some unmanaged resource accounting in the ODEPlugin for ODECharacter that isn't being done properly now. * The broken avatar may not be able to move, but it won't stop simulate from pressing on now. And, the simulator will try to destroy the avatar's physics proxy and recreate it again... but if this is what I think it is, it may not help.
* | Merge branch 'master' into vehiclesMelanie2009-10-151-1/+1
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| * * Eliminated unnecessary parameters from LLUDPServer.SendPacketData()John Hurliman2009-10-131-1/+1
| | | | | | | | * Changed PrimMesher's Quat.Identity to return <0,0,0,1> instead of <0,0,0,1.1>
* | Merge branch 'master' into vehiclesMelanie2009-10-124-21/+784
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| * Optimize ODE mesh by removing sleep. On a region with 100,000 prims and ODE ↵unknown2009-10-121-1/+1
| | | | | | | | enabled, the first Heartbeat loop call to UpdatePhysics takes 20 minutes. 75% of that time is spent in this sleep. (100k prims * 10ms)
| * sync PrimMesher with r46dahlia2009-10-112-19/+782
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| * disambiguate System.Path (preparation for new PrimMesher)dahlia2009-10-111-1/+1
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* | Merge branch 'master' into vehiclesMelanie2009-10-122-2/+17
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| * * comment out the velocity test, using updates every 500 ms as set in ↵Teravus Ovares (Dan Olivares)2009-10-101-0/+3
| | | | | | | | | | | | | | ScenePresence.AddToPhysicalScene. * This causes time to be counted in ODECharacter and, when a collision occurs, the physics scene will report the collisions only if the the difference of last time it reported the collisions from now was more then the set ms. * This is cool because the time accrues while collisions are not taking place and when they do take place again, you get an immediate update.
| * * Make ODECharacter respect the scene's requested collision update timeTeravus Ovares (Dan Olivares)2009-10-102-2/+14
| | | | | | | | * Set the Scene collision update time to 500 ms
* | Correct a build break caused by an optimization in trunkMelanie2009-10-071-1/+1
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* | Merge branch 'master' into vehiclesMelanie2009-10-061-5/+2
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| * minor: remove mono compile warningJustin Clark-Casey (justincc)2009-10-051-5/+2
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