Commit message (Collapse) | Author | Age | Files | Lines | ||
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* | | Merge commit '03202ada2918c0c0837e8de50e3a0436e4407c91' into bigmerge | Melanie | 2011-10-25 | 2 | -2/+10 | |
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| * | Store scene identifier passed in to OdeScene for later debug messages | Justin Clark-Casey (justincc) | 2011-10-18 | 2 | -2/+10 | |
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* | | Merge commit '1d4cd76e8a8c64da71fc384ff9c654d7f4f849c1' into bigmerge | Melanie | 2011-10-25 | 1 | -16/+13 | |
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| * | Don't bother taking OdeLock during OdeScene construction, since there can be ↵ | Justin Clark-Casey (justincc) | 2011-10-18 | 1 | -16/+13 | |
| | | | | | | | | no contention until the object is constructed. | |||||
* | | Merge commit 'f10a824e47549806c1fa647c4e9fba4c8cf6ad13' into bigmerge | Melanie | 2011-10-25 | 1 | -18/+13 | |
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| * | Remove unnecessary lock of OdeLock in OdePrim.changeadd() | Justin Clark-Casey (justincc) | 2011-10-18 | 1 | -18/+13 | |
| | | | | | | | | This taint can only ever be processed from the OdeScene.Simulate() loop, which already locks OdeLock. | |||||
* | | Merge commit '5515c45e3b42497f64f8e5846697471b1de952c5' into bigmerge | Melanie | 2011-10-25 | 2 | -1/+3 | |
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| * | minor: method doc to explain a lock of OdeLock | Justin Clark-Casey (justincc) | 2011-10-18 | 2 | -1/+3 | |
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* | | Merge commit '71d221cdc090cdedf371ead534421bb7074908cd' into bigmerge | Melanie | 2011-10-25 | 4 | -97/+81 | |
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| * | Remove the unused CollisionLocker from ODE | Justin Clark-Casey (justincc) | 2011-10-18 | 4 | -97/+81 | |
| | | | | | | | | Despite its name, this wasn't actually being used in any collision checking | |||||
* | | Merge commit '0c041ce12f393367e2754e88d9b8dad5e45f88c4' into bigmerge | Melanie | 2011-10-25 | 1 | -0/+1 | |
|\ \ | |/ | | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/ScenePresence.cs | |||||
| * | Implement osNpcSit(). This is still in development so don't trust it | Justin Clark-Casey (justincc) | 2011-10-17 | 1 | -0/+1 | |
| | | | | | | | | | | | | | | | | | | Format is osNpcSit(<npc-uuid>, <target-uuid>, OS_NPC_SIT_IMMEDIATE) e.g. osNpcSit(npc, llGetKey(), OS_NPC_SIT_IMMEDIATE); At the moment, sit only succeeds if the part has a sit target set. NPC immediately sits on the target even if miles away - they do not walk up to it. This method is in development - it may change so please don't trust it yet. Standing will follow shortly since that's kind of important once you're sitting :) | |||||
* | | Merge commit '978fb3d482072d840e6280aa5acd090b67ee6205' into bigmerge | Melanie | 2011-10-25 | 2 | -53/+36 | |
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| * | reduce access to ODECharacter methods to make code analysis easier. ↵ | Justin Clark-Casey (justincc) | 2011-10-15 | 2 | -54/+36 | |
| | | | | | | | | Eliminate redundant argument on ProcessTaints() | |||||
* | | Merge commit '9cc2694776e261868138c325a82ce5481c2908ec' into bigmerge | Melanie | 2011-10-25 | 1 | -19/+17 | |
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| * | restrict unnecessary access levels on ODEPrim fields/properties | Justin Clark-Casey (justincc) | 2011-10-15 | 1 | -19/+17 | |
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* | | Merge commit 'f2132329a358db2c66c29501d35ef54eae8d6eed' into bigmerge | Melanie | 2011-10-25 | 3 | -129/+195 | |
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| * | refactor: make methods that do not need to be public in ODE private or ↵ | Justin Clark-Casey (justincc) | 2011-10-15 | 3 | -129/+195 | |
| | | | | | | | | internal to aid code reading/analysis. Remove some unused method arguments | |||||
* | | Merge commit '4bfc2f5cdea4b739110cae3b37945d88ad527334' into bigmerge | Melanie | 2011-10-25 | 1 | -1/+1 | |
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| * | Change hardcoded ODE total frame time to match the default total frame time ↵ | Justin Clark-Casey (justincc) | 2011-10-14 | 1 | -1/+1 | |
| | | | | | | | | | | | | | | (0.09375 -> 0.089). No apparant ill effects - because the default stepsize is 0.2, there are still 5 physics steps per physics frame. This is a precursor to using the elapsed value passed in (and now changeable in config). | |||||
* | | Merge commit '77c65951e06c1d309f2bc8f6d2451b2b9a82c9df' into bigmerge | Melanie | 2011-10-25 | 2 | -88/+125 | |
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| * | Extract NullPhysicsScene from PhysicsScene to improve code readability | Justin Clark-Casey (justincc) | 2011-10-14 | 2 | -88/+125 | |
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* | | Merge commit '20da04fd0c909a00c0cdc2585f242e95c868801a' into bigmerge | Melanie | 2011-10-25 | 2 | -8/+33 | |
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| * | More method doc and formatting changes. Makes DestroyOdeStructures() private | Justin Clark-Casey (justincc) | 2011-10-13 | 2 | -8/+33 | |
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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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