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* prim cuts in ODEdan miller2007-11-058-508/+499
| | | | | | | | Much thanks to Gerhard! Merged with Darok's recent changes re: physical prims
* Modifications for prim movement. For now only in Mod. BulletX, but i think ↵darok2007-11-031-51/+24
| | | | it can be easy to add to ODE. Enjoy kick the prims and be careful with the falling ones ;D
* Changes in BulletXPlugin: Added new class BulletXActor class inherits from ↵darok2007-11-036-47/+90
| | | | PhysicsActor and it's the ancestor for BulletXCharacter and BulletXPrim.Physical modifications: Changes for pass the value of Physical flag in the SceneObjectPart class to the Physics engines. New call for AddPrimShape so it has a new parameter called "isPhysical". The old call will be obselete soon (i believe). PhysActor and its descendants have a new property called IsPhysical. By the way no new special funcionallity added. It's more like preparing the way for new modifications.
* * Diuerse beavtificatemslbsa712007-11-012-3/+4
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* Partialy fixed a bug with collisions in BulletXPlugin.darok2007-11-011-37/+19
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* Changes in BulletXPlugin: Added new class BulletXActor class inherits from ↵darok2007-11-011-289/+312
| | | | PhysicsActor and it's the ancestor for BulletXCharacter and BulletXPrim.
* made illogical bitwise operations logicalJeff Ames2007-10-311-3/+3
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* Thank you Teravus, very much, for a 'jump', 'crouch' and 'inertia' patch for ↵Charles Krinke2007-10-315-39/+142
| | | | all three physics plugins.
* temporary fix for sitting collisions in ODEJeff Ames2007-10-301-1/+1
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* * Optimized usingslbsa712007-10-3015-1268/+1068
| | | | | | * Shortened type references * Removed redundant 'this' qualifier
* as per the "Filesystem cleanup for OpenSim repository" mailing list thread. ↵MW2007-10-296-6/+6
| | | | | | | Have flattened the OpenSim.Framework project/namespace. The problem is that the namespace is still wrong as its "OpenSim.Framework" while the directory is "OpenSim\Framework\General" , so we need to decide if we change the directory or correct the namespace. Note this has lead to a big flat project, but I think a lot of the files we most likely don't even use any longer. And others belong in other projects/namespaces anyway.
* should help with ODE bounce on region crossdan miller2007-10-291-8/+18
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* * Return of R2162. /Take that SVN!/Adam Frisby2007-10-221-1/+1
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* revert r2162 as it completely clobbered all the work onSean Dague2007-10-221-1/+1
| | | | | | | the ChatModule by MW and myself. Couldn't find Adam online after that rev went in.
* * Major ass commit.Adam Frisby2007-10-221-1/+1
| | | | | | | * Sqlite Storage Engine now supports terrain -- however be aware that every terrain revision stored will at 512KB to your database file. At the moment it is storing every revision from the first. * Fixed an issue where by noverbose mode would display lots of useless junk. Noverbose mode is now quite usable. * Fixed a whole bunch of console message issues such as naming and categorisation
* this might help with ODE errors. Or maybe not. YMMVdan miller2007-10-171-1/+1
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* * Applied Chillken patch #418: copyright-r2094.patch updating copyright ↵lbsa712007-10-152-0/+58
| | | | messages. Thanks Chillken!
* * Applied patch #418 : copyright-r2012.patch - some errors, but got most thrulbsa712007-10-151-0/+28
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* Asset server implementation. Again one of these "plumbing" releases, where ↵Tleiades Hax2007-10-131-1/+0
| | | | | | | no real functionality has been introduced, but ground work has been made, enabling the asset server, and preparing the sim server to query the asset server. Introduced an "IPlugin" interface, which plugins can inherit from.
* fixes for nebadon"s terrain bugs; includes patched 0.9 ode.dll, libode.sodan miller2007-10-111-4/+49
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* applied Darok"s BulletXPlugin changes 003.patchdan miller2007-10-072-99/+378
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* getting all our line endings consistant againSean Dague2007-10-051-560/+560
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* Droppin da fyzyx bomb on yadan miller2007-10-031-41/+89
| | | | | | | | seriously, this is quite the update. Fixes a number of nagging physics problems, including avatar shell size/shape The internal logic is quite different, and CPU usage may be affected. Also some work remains wrt flying. Please test this rev out before you deploy widely
* removed debug statementsdan miller2007-10-011-3/+1
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* fixing odeplugin debug bugdan miller2007-10-011-1/+0
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* this should fix mantis 452 and related -- hollow prims work in Linux! (I hope)dan miller2007-10-011-1/+2
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* Corrected the typo in the folder name.Dalien Talbot2007-09-302-0/+0
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* Hollow prims (box only), thanks Gerard! Enjoydan miller2007-09-292-0/+839
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* Hollow prims (box only), thanks Gerard! Enjoydan miller2007-09-295-22/+215
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* physics-related fixes; should stabilize border crossingsdan miller2007-09-211-3/+11
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* RemoveAvatar called from scene.cs; implemented in ODE. Still issues with ↵dan miller2007-09-181-1/+4
| | | | multi-region; see bug 410
* ODE: no more slippin' & slidin'dan miller2007-09-131-4/+24
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* I think 1.0f makes a better offset than 1.2f for basic physics (less floating,Sean Dague2007-09-121-1/+1
| | | | | | | | not too much crouching). I think that we'll have to rethink what the terrain resolution is down the road, as we don't really have enough sample data to actually get people placed right on the land.
* remove autogenerated filesSean Dague2007-09-111-66/+0
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* Added part 3 of Darok's BulletX patch. The bulletX plugin is now a project ↵MW2007-09-111-90/+485
| | | | in the opensim build/solution. To use change the physics setting in opensim.ini to "modified_BulletX". At the moment I have been unable to test this as when using the bulletX plugin for me opensim is using 100% of processor.
* mass update of urls in source code to new websiteSean Dague2007-09-1013-13/+13
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* ODE fix: avatar/avatar collision enabled. Needs client update fix to be ↵dan miller2007-09-091-0/+4
| | | | seen correctly. In the right repository this time..
* Part 2 of Darok's BulletX patches.MW2007-09-041-135/+115
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* Part 1 of Darok's BulletX patches.MW2007-09-041-16/+39
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* ODE bugfix: multiple avatars now supported properlydan miller2007-09-011-1/+1
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* once more, without the debug statements (ODE multi-region fixes, various ↵dan miller2007-09-012-2/+1
| | | | debugging)
* umm, nevermind all that -- this is the real ODE region fix. I'll get ↵dan miller2007-09-011-22/+33
| | | | subversion someday
* danx0r (first checkin!) fixes OdePlugin.cs RemovePrim() lock bugdan miller2007-08-301-4/+7
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* Applied danx0r's ODE patch [mantis number 340].MW2007-08-281-86/+102
| | | | | Corrected a few out dated things in the ExtensionsScriptModule.
* Corrected the namespace in OpenSim.Region.Physics.Manager, so now namespace ↵MW2007-08-287-7/+7
| | | | should equal project and directory.
* Danxors patch for >30prims with ODETedd Hansen2007-08-261-8/+4
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* Added RemovePrim method to the physics plugins interface.MW2007-08-234-1/+27
| | | | | | | | Implemented that method in ODE plugin. Hooked it up so when deleting/taking prims into your inventory they will be removed from physics engine. Enabled the other physics hook ups in Scene.cs (and also added registering prims with physics plugin when they are rezzed from Inventory.) So now to get the avatar to prim collision testing working, just change to use the ODE plugin (in the OpenSim.ini file, physics = OpenDynamicsEngine). Remember though ODE only really works (without problems) when running with a single region.
* Implemented Resize Method in OdePrim.MW2007-08-231-3/+7
| | | | | | | | attached the links to that from SceneObject, so now resizing works (as much as resizing currently works in opensim, fixing resizing in general is on my todo list for today). Rotation of a root prim also now updates the physics engine. So think there really is only deleteprim left, then it should be usable (Different shapes (other than boxes that it currently uses) can wait a little bit longer). [of course there are still the other issues of ODE not really working when there is more than one region in a instance of opensim].
* Added danx0r's physics patch, although for now have disabled the lines in ↵MW2007-08-232-2/+37
| | | | Scene.cs, as any changes to prims (like size or position changes) are only updated to the physics engine when you restart opensim. Also prims aren't deleted from the physics engine. These shouldn't be hard to fix.
* More prep work for adding prims to ODE physicsBrian McBee2007-08-194-33/+96
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