Commit message (Collapse) | Author | Age | Files | Lines | |
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* | add some missing GC.RemoveMemoryPressure() | UbitUmarov | 2015-12-09 | 1 | -0/+2 |
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* | BulletSim: fix collision sound calculation. Modify some routines to make | Robert Adams | 2015-11-30 | 4 | -20/+27 |
| | | | | | | 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. | ||||
* | let Bullet do collision sounds (RAdams plz fix the relative speed) | UbitUmarov | 2015-11-29 | 1 | -1/+8 |
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* | let old ODE trigger collision sounds like ubOde | UbitUmarov | 2015-11-28 | 2 | -2/+21 |
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* | add a nasty global lock, ode.dll requires on multi regions per instance ( ↵ | UbitUmarov | 2015-11-27 | 1 | -5/+8 |
| | | | | also make sure ninjaJoints are disabled | ||||
* | add thread allocation calls for new ode.dll (old ode) | UbitUmarov | 2015-11-21 | 2 | -16/+25 |
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* | some cleanup, allow cast rays to collide with terrain within limited range ↵ | UbitUmarov | 2015-11-21 | 3 | -366/+8 |
| | | | | (old ode) | ||||
* | remove some compile warnings increasing total number by 2 | UbitUmarov | 2015-11-21 | 2 | -2/+2 |
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* | stop the Vehicle AFTER fixing position not before, bc stop code also ↵ | UbitUmarov | 2015-11-20 | 1 | -6/+5 |
| | | | | updates position (old ode) | ||||
* | stop a Vehicle on a failed region cross (or empty border) (old ode) | UbitUmarov | 2015-11-20 | 2 | -0/+13 |
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* | remove Ode.Net - missing file. ( old ode may be broken now) | UbitUmarov | 2015-11-20 | 1 | -0/+2025 |
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* | remove the hard to maintain Ode.Net wrapper only in use by old ode | UbitUmarov | 2015-11-20 | 8 | -290/+33 |
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* | ubOde: add threading related calls new ode.dll may need. Hope this doesn't ↵ | UbitUmarov | 2015-11-20 | 2 | -4/+23 |
| | | | | break with current linux ode library | ||||
* | minor: reset character collision flags, even if without a Body | UbitUmarov | 2015-11-12 | 1 | -2/+6 |
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* | add some safeguard checks | UbitUmarov | 2015-11-12 | 1 | -3/+4 |
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* | rename MinFrameTime as FrameTime, since it is not a minimum but a target ↵ | UbitUmarov | 2015-11-08 | 1 | -1/+1 |
| | | | | value; retune its value a bit so reported FPS is closer to integer value; change ode step size acording to reduce jitter in phys FPS; Make Statistics Scaling factor (fludge factor) configurable. (legacy default of 5.0 in code) | ||||
* | change maximum angular velocity to a value derived from heartbeat rate and ↵ | UbitUmarov | 2015-11-08 | 2 | -7/+11 |
| | | | | Nyquist. | ||||
* | fix wrong condition to set low angular velocity as Zero. | UbitUmarov | 2015-11-08 | 1 | -4/+4 |
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* | add a console/log warning about large physics meshs on ubOde that can have ↵ | UbitUmarov | 2015-11-05 | 1 | -0/+6 |
| | | | | negative impact on region load | ||||
* | Merge branch 'master' into avinationmerge | UbitUmarov | 2015-11-01 | 2 | -1/+2 |
|\ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Conflicts: OpenSim/Framework/AvatarAppearance.cs OpenSim/Framework/Servers/ServerBase.cs OpenSim/Framework/VersionInfo.cs OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs OpenSim/Region/Framework/Scenes/SceneObjectPart.cs OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/Properties/AssemblyInfo.cs OpenSim/Region/PhysicsModules/Ode/ODEPrim.cs OpenSim/Region/PhysicsModules/Ode/OdeScene.cs OpenSim/Services/Connectors/Simulation/SimulationServiceConnector.cs OpenSim/Services/HypergridService/GatekeeperService.cs OpenSim/Services/Interfaces/IAvatarService.cs OpenSim/Services/LLLoginService/LLLoginService.cs | ||||
| * | On to 0.8.3! | Diva Canto | 2015-10-18 | 3 | -3/+3 |
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| * | fix GetTerrainHeightAtXY also on master. Fix wrong active angularlock ↵ | UbitUmarov | 2015-10-17 | 2 | -281/+9 |
| | | | | | | | | detection (it was only burning cpu), stop trying to add a amotor to each child part and fix a typo. | ||||
| * | Typos in comments | Diva Canto | 2015-09-06 | 2 | -2/+2 |
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* | | let ode also finish internal representation of prim actors, before simulation | UbitUmarov | 2015-10-22 | 1 | -0/+40 |
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* | | Make physics engines finish internal representation of loaded prims before ↵ | UbitUmarov | 2015-10-22 | 2 | -4/+5 |
| | | | | | | | | starting simulation so it does start for all at same time. Currently only in use by ubOde | ||||
* | | rename terrain for opensim and respective configuration flag that a future ↵ | UbitUmarov | 2015-10-22 | 3 | -34/+37 |
| | | | | | | | | costumized ODE library may have | ||||
* | | update ubOde hashspaces levels | UbitUmarov | 2015-10-21 | 1 | -3/+3 |
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* | | we do not have prims with size 2^128, missing file | UbitUmarov | 2015-10-21 | 1 | -11/+6 |
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* | | fix or remove some wrong ODE configuration settings | UbitUmarov | 2015-10-21 | 1 | -34/+7 |
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* | | remove the use of Vector3 for axis locks on the rest of engines | UbitUmarov | 2015-10-21 | 7 | -26/+13 |
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* | | the inertia matrix inversions and body inertia changes to implement axis ↵ | UbitUmarov | 2015-10-21 | 1 | -288/+59 |
| | | | | | | | | locks need to be avoid, so use ubOde axis locks code. Hopefully this will not cause incompatibilities | ||||
* | | stop using a vector3 to store axis locks 3bit flags also in ode | UbitUmarov | 2015-10-20 | 2 | -56/+47 |
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* | | stop using a vector3 to store axis locks 3bit flags in ubOde | UbitUmarov | 2015-10-20 | 2 | -38/+46 |
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* | | move ugly convertion of axis locks 3 bit flags to a wasted vector3 down to ↵ | UbitUmarov | 2015-10-20 | 1 | -1/+14 |
| | | | | | | | | PhysicsActor. Let engines use LockAngularMotion with either Vector3 argument or byte | ||||
* | | On to 0.8.3! | Diva Canto | 2015-10-18 | 3 | -3/+3 |
| | | | | | | | | | | Conflicts: OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/Properties/AssemblyInfo.cs | ||||
* | | stop a object when making it not physical | UbitUmarov | 2015-10-18 | 1 | -2/+9 |
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* | | Fix wrong active angularlock detection (it was only burning cpu), stop ↵ | UbitUmarov | 2015-10-17 | 2 | -16/+11 |
| | | | | | | | | trying to add a amotor to each child prim and stop using unnecessary trimeshcallbacks | ||||
* | | fix GetTerrainHeightAtXY for large regions. Also change ode dispose() | UbitUmarov | 2015-10-17 | 1 | -386/+30 |
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* | | bug fix. Some rare meshs reported as having +-infinity dimensions | UbitUmarov | 2015-10-15 | 1 | -6/+28 |
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* | | More exception catching in ODE at shutdown. Not sure why the exception happens. | Diva Canto | 2015-10-14 | 1 | -1/+10 |
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* | | Fixed exception upon shutting down in plain ODE. | Diva Canto | 2015-10-14 | 1 | -2/+5 |
| | | | | | | | | | | 09:49:57 - [SHUTDOWN]: Ignoring failure during shutdown - System.NullReferenceException: Object reference not set to an instance of an object. at OpenSim.Region.PhysicsModule.ODE.OdeScene.Dispose() in f:\dev\opensim-core\OpenSim\Region\PhysicsModules\Ode\OdeScene.cs:line 4062 | ||||
* | | fix a typo.. | UbitUmarov | 2015-10-14 | 1 | -1/+0 |
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* | | bug fix, and make Mesh-Mesh and Mesh-Terrain collisions a lot softer | UbitUmarov | 2015-10-14 | 1 | -68/+74 |
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* | | reduce jitter due to viewer interpolators on objects that are really almost ↵ | UbitUmarov | 2015-10-13 | 1 | -37/+87 |
| | | | | | | | | at rest | ||||
* | | change fps and dilation (still something not that usefull). make collisions ↵ | UbitUmarov | 2015-10-13 | 1 | -86/+77 |
| | | | | | | | | a bit less explosive.., do changes on own time limited loop and not on simulation loop, ... | ||||
* | | rename UbitMeshmerizer class as ubMeshmerizer | UbitUmarov | 2015-10-13 | 1 | -1/+1 |
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* | | detect a fully degenerated mesh and avoid using it and so crashing ubOde | UbitUmarov | 2015-10-12 | 2 | -1/+18 |
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* | | use System.IO.Compression.DeflateStream for mesh decompression like master, ↵ | UbitUmarov | 2015-10-11 | 1 | -9/+9 |
| | | | | | | | | since ACE zlib does seem to fail to decompress some meshs present at OSG, (possible same issue happens with map with option to draw prims) | ||||
* | | display prim name, if unzip of selected phsyics mesh part fails on ↵ | UbitUmarov | 2015-10-11 | 1 | -1/+1 |
| | | | | | | | | ubMeshmerizer ( thx Dan) | ||||
* | | Implement an overridable implementation of PhysicsActor.SetVehicle() | Robert Adams | 2015-10-02 | 2 | -2/+103 |
| | | | | | | | | | | | | | | that works for all physics engines. BulletSim: implement an optimized version of SetVehicle() that still uses the vehicle code to do bounds checking but does it in one taint operation. |