Commit message (Collapse) | Author | Files | Lines | ||
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2019-05-19 | Dump OpenSim 0.9.0.1 into it's own branch. | onefang | 1 | -94/+235 | |
2018-12-28 | now break several things at same time... sog/sop updates, threads options,... | UbitUmarov | 1 | -10/+2 | |
2018-10-28 | reduce some threads priority | UbitUmarov | 1 | -1/+0 | |
2018-10-21 | oops some code got in ahead of time | UbitUmarov | 1 | -2/+6 | |
2018-10-21 | mantis 8387: (try) avoid potencial out of order phys operations | UbitUmarov | 1 | -7/+6 | |
2017-09-05 | BulletSim: add raycast filtering | Robert Adams | 1 | -3/+35 | |
2017-09-03 | BulletSim: first version of raycast. Only single contact point and no | Robert Adams | 1 | -93/+89 | |
filtering. | |||||
2017-09-02 | BulletSim: most of the plumbing for raycast. Needs new BulletSim.dll to | Robert Adams | 1 | -0/+92 | |
work. | |||||
2017-08-28 | BulletSim: add clock and change logic for taint processing a little | Robert Adams | 1 | -21/+55 | |
so taints check if they are not in simulation time and execute immediately if not. | |||||
2017-01-05 | Massive tab and trailing space cleanup | Melanie Thielker | 1 | -5/+5 | |
2016-11-03 | Initial update to OpenSim 0.8.2.1 source code. | David Walter Seikel | 1 | -0/+1333 | |
2016-09-01 | remove some MegaRegions code from physics | UbitUmarov | 1 | -19/+0 | |
2016-07-04 | add EngineName also to the others | UbitUmarov | 1 | -0/+6 | |
2016-03-06 | BulletSim: use the new 'setAvatarSize' physics call introduced in 0.9. | Robert Adams | 1 | -2/+2 | |
This disables all the avatar size fudge numbers previously used by BulletSim. If you have your region tuned to the old way, set "[BulletSim]AvatarUseBefore09SizeComputation=true" in your INI files. | |||||
2016-01-10 | BulletSim: tweaking so avatar can be pushed. In particular, llPushObject, | Robert Adams | 1 | -1/+0 | |
which called BSCharacter.AddForce, can now move a character. | |||||
2015-11-30 | BulletSim: fix collision sound calculation. Modify some routines to make | Robert Adams | 1 | -1/+1 | |
collider and collidee clearer. Also fix (when did it break?) avatars not moving if standing on a moving object. Now friction will move avatars if standing on a disc or the top of a train. | |||||
2015-09-17 | recover bulletS fps math change lost in merge | UbitUmarov | 1 | -2/+3 | |
2015-09-04 | Fixes a problem with Bullet physics when it is configured to run on a ↵ | Diva Canto | 1 | -0/+2 | |
separate thread. | |||||
2015-08-31 | Deleted physics plugin classes. | Diva Canto | 1 | -1/+1 | |
More unit tests fixed. | |||||
2015-08-31 | Physics refactoring: all unit tests pass. | Diva Canto | 1 | -1/+3 | |
2015-08-31 | First commit where physics work as region module. | Diva Canto | 1 | -1/+4 | |
Moved all physics dlls out of Physics and into bin directly, so they can be found by the module loader. Removed call to PhysicsPluginManager. | |||||
2015-08-31 | All physics plugins are now region modules. Compiles but doesn't run. | Diva Canto | 1 | -975/+1020 | |
2015-08-30 | More namespace and dll name changes. Still no functional changes. | Diva Canto | 1 | -1/+1 | |
2015-08-30 | Renamed the namespaces too | Diva Canto | 1 | -2/+2 | |
2015-08-30 | Major renaming of Physics dlls / folders. No functional changes, just renames. | Diva Canto | 1 | -0/+0 | |
2015-08-24 | Revert "BulletSim: delay adding a scene presence to the list of presences" | Robert Adams | 1 | -14/+13 | |
Remove these changes until the region crossing problems can be figured out. This reverts commit 062ec0efbda0e4ca6df5541039569e023d0d0e79. | |||||
2015-08-23 | BulletSim: delay adding a scene presence to the list of presences | Robert Adams | 1 | -13/+14 | |
until it is fully configured. Another addition to fixing the collisions stopping problem. | |||||
2015-08-11 | Fixed mistakes in string format specifiers (e.g., "{0)" instead of {0}") | Oren Hurvitz | 1 | -1/+1 | |
2015-08-09 | BulletSim: rearrange code and add different locking to eliminate chances | Robert Adams | 1 | -26/+25 | |
of race conditions and, especially, race conditions when an object is removed and quickly re-added to a scene. This hopefully reduces the occurance of problems when avatars TP within a region -- the main problem being the loss of collisions. | |||||
2015-01-04 | BulletSim: correct some of the debugging input and output of PrimitiveBaseShape. | Robert Adams | 1 | -2/+4 | |
Whoever defined that structure was really into esoteric coding. | |||||
2014-12-31 | BulletSim: add the beginnings of hull creation unit testing. | Robert Adams | 1 | -0/+67 | |
Change how physics engine is created in unit tests to resolve a lib reference problem. Add ShapeInfoInfo class to collect info about the created physical shape for debugging and unit test testing. | |||||
2014-11-29 | Somewhat improve avatar region crossings by properly preserving velocity ↵ | Justin Clark-Casey (justincc) | 1 | -3/+3 | |
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. | |||||
2014-11-25 | refactor: Move methods to start a monitored thread, start work in its own ↵ | Justin Clark-Casey (justincc) | 1 | -1/+1 | |
thread and run work in the jobengine from Watchdog to a WorkManager class. This is to achieve a clean separation of concerns - the watchdog is an inappropriate place for work management. Also adds a WorkManager.RunInThreadPool() class which feeds through to Util.FireAndForget. Also switches around the name and obj arguments to the new RunInThread() and RunJob() methods so that the callback obj comes after the callback as seen in the SDK and elsewhere | |||||
2014-11-25 | If Bullet is running on its own thread, use a reset event to control timing ↵ | Justin Clark-Casey (justincc) | 1 | -2/+9 | |
rather than a sleep. In theory, there should be no difference between these mechanisms. However, on at least Mono 3.2.8 waiting via an event appears to be much more accurate. | |||||
2014-11-25 | Make BulletSim thread be ThreadPriority.Highest if running | Justin Clark-Casey (justincc) | 1 | -0/+2 | |
Will only effect Windows or mono with a patch such as https://gist.github.com/justincc/31e52218d098529b4696 applied For test purposes | |||||
2014-09-03 | Don't need to check separate physics status in bulletsim update since that ↵ | Justin Clark-Casey (justincc) | 1 | -2/+3 | |
method is only run for an indepndent thread anyway. Also remove bulletsim monitored thread from watchdog on shutdown. | |||||
2014-09-03 | Make bulletsim thread alarm if no update for 5 seconds. | Justin Clark-Casey (justincc) | 1 | -1/+4 | |
The cost is minimal (also done for scene loop) at the benefit of telling us if this thread simply stops for some reason. | |||||
2014-09-03 | minor: fix indenting from previous commit b08ab1e | Justin Clark-Casey (justincc) | 1 | -7/+7 | |
2014-09-03 | If BulletSim is running on its own threads, start this thread via the thread ↵ | Justin Clark-Casey (justincc) | 1 | -3/+8 | |
watchdog. This allows us to see the presence of the permanent thread via the "show threads" console comand. Also adds the region name to the thread name. | |||||
2014-07-30 | BulletSim: thread safe handling of list of avatars. | Robert Adams | 1 | -3/+18 | |
Fix for 7284 which is an enumeration exception when starting up a region. | |||||
2014-07-29 | Allow the "debug scene set physics false|true" command to work when ↵ | Justin Clark-Casey (justincc) | 1 | -1/+4 | |
bulletsim physics is running in a separate thread. This will also allow the "disable physics" setting in the region debug viewer dialog to work in this circumstance. | |||||
2014-06-20 | BulletSim: add some locking for collision lists to prevent collsions | Robert Adams | 1 | -2/+8 | |
from locking up when running BulletSim on a separate thread. | |||||
2014-05-26 | BulletSim: add locking of PhysObjects while processing simulation | Robert Adams | 1 | -14/+20 | |
step updates and collisions. This is an attempt to fix a crash reported by Justin when doing high velocity teleports. | |||||
2014-04-23 | Eliminated many warnings | Oren Hurvitz | 1 | -1/+1 | |
2014-01-29 | BulletSim: default physical terrain implementation to heightmap. | Robert Adams | 1 | -0/+8 | |
It originally looked like mesh terrain would perform better for vehicles but, after much use, heightmap is the clear winner. Force terrain implementation to heightmap if the physics region is larger than legacy region size. This solves running out of memory for very large regions. | |||||
2013-12-26 | varregion: many more updates removing the constant RegionSize and replacing | Robert Adams | 1 | -0/+1 | |
with a passed region size. This time in the map code and grid services code. | |||||
2013-11-04 | varregion: add plumbing to pass region size from Scene down to the | Robert Adams | 1 | -2/+10 | |
physics engine. Older physics engines will default to the legacy region size. Update BulletSim to use the new region size information. | |||||
2013-09-11 | BulletSim: add requestor's ID to post taint detail log message. | Robert Adams | 1 | -2/+3 | |
2013-09-11 | BulletSim: add ID parameter to TaintedObject calls so logging will include ↵ | Robert Adams | 1 | -18/+37 | |
LocalID of object which created the taint. | |||||
2013-09-11 | BulletSim: Extension parameters passed through the classes made to pass just ↵ | Robert Adams | 1 | -0/+1 | |
and array of objects rather than a mixture of parameters and array. Makes understanding and parsing what is being passed much easier. |