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path: root/OpenSim/Region/PhysicsModules/BasicPhysics/BasicPhysicsScene.cs (unfollow)
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2015-08-31Deleted physics plugin classes.Diva Canto1-3/+3
More unit tests fixed.
2015-08-31Physics refactoring: all unit tests pass.Diva Canto1-1/+3
2015-08-31First commit where physics work as region module.Diva Canto1-0/+1
Moved all physics dlls out of Physics and into bin directly, so they can be found by the module loader. Removed call to PhysicsPluginManager.
2015-08-31All physics plugins are now region modules. Compiles but doesn't run.Diva Canto1-9/+52
2015-08-30More namespace and dll name changes. Still no functional changes.Diva Canto1-2/+2
2015-08-30Major renaming of Physics dlls / folders. No functional changes, just renames.Diva Canto1-0/+0
2015-03-29varregion: any conversions of use of Constants.RegionSize converted intoRobert Adams1-5/+12
Util.cs routines to convert region coords to and from world coords or handles.
2014-11-29Somewhat improve avatar region crossings by properly preserving velocity ↵Justin Clark-Casey (justincc)1-1/+2
when avatar enters the new region. This commit addresses the following issues were causing velocity to be set to 0 on the new region, disrupting flight in particular * Full avatar updates contained no velocity information, which does appear to have some effect in testing. * BulletSim was always setting the velocity to 0 for the new BSCharacter. Now, physics engines take a velocity parameter when setting up characters so we can avoid this. This patch applies to both Bullet and ODE.
2014-05-22Add regression test for in-range chat between neighbouring regions from east ↵Justin Clark-Casey (justincc)1-0/+1
to west.
2014-04-29Add regression test for NPC movement on a variable region.Justin Clark-Casey (justincc)1-5/+12
Extends basic physics to allow av movement on a varregion (basic physics is only really useful for regression test purposes).
2013-03-06Add regression test for presence crossing between regions on the same simulator.Justin Clark-Casey (justincc)1-2/+7
Unlike a much earlier commented out version of this test, this is done in synchronous mode.
2013-01-11BulletSim: add osGetPhysicsEngineType() LSL function and updateRobert Adams1-1/+3
the physics engines to return the name that is specified in the INI file ("physics = XXX") as the type of engine. This os function is a little different than the others in that it does not throw an exception of one is not privilaged to use it. It merely returns an empty string.
2012-04-22Fix bug where setting phantom on a prim would result in a server log message ↵Justin Clark-Casey (justincc)1-18/+23
rather than setting phantom. This was an oversight when removing some race conditions from PhysicsActor setting recently. Regression tests extended to probe this code path. Extending regression tests required implementation of a BasicPhysicsPrim (there was none before). However, BasicPhysics plugin is still of no current practical use other than to fill in as a component for other parts of regression testing.
2011-12-15Stop having to call SetHeight again in ScenePresence.AddToPhysicalScene() ↵Justin Clark-Casey (justincc)1-1/+1
when we've already passed size information to the avatar at PhysicsScene.AddAvatar() Eliminate some copypasta for height setting in OdeCharacter
2011-08-03extend move test to check one beat of the simulator without actually asking ↵Justin Clark-Casey (justincc)1-4/+8
the npc to move.
2011-07-15Fix some local id issues in physics glueroot1-7/+1
2011-07-15Fox some local id issues in physics glueMelanie1-7/+1
2011-07-15Revert "Add localid support to ch0de properly"Melanie1-1/+7
This reverts commit bb402d0d95c934fbcd8b1c03e228ec1d0a14f14d.
2011-07-15Add localid support to ch0de properlyTom1-7/+1
2009-10-26Experimental change of PhysicsVector to Vector3. UntestedJohn Hurliman1-17/+23
2009-08-11Split BasicPhysics classes into separate files.Jeff Ames1-0/+185