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* remove the use of Vector3 for axis locks on the rest of enginesUbitUmarov2015-10-217-26/+13
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* the inertia matrix inversions and body inertia changes to implement axis ↵UbitUmarov2015-10-211-288/+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 odeUbitUmarov2015-10-202-56/+47
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* stop using a vector3 to store axis locks 3bit flags in ubOdeUbitUmarov2015-10-202-38/+46
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* move ugly convertion of axis locks 3 bit flags to a wasted vector3 down to ↵UbitUmarov2015-10-202-21/+16
| | | | PhysicsActor. Let engines use LockAngularMotion with either Vector3 argument or byte
* add axis locks to sop serializer. Now they are also saved to inventoryUbitUmarov2015-10-201-0/+8
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* also apply axis locks, when creating a prim physics actorUbitUmarov2015-10-201-0/+14
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* stop using a Vector3 to store 3bitsUbitUmarov2015-10-202-22/+57
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* STATUS_ROTATE are linkset flags and not primUbitUmarov2015-10-202-18/+20
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* On to 0.8.3!Diva Canto2015-10-1813-13/+13
| | | | | Conflicts: OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/Properties/AssemblyInfo.cs
* Added warning in RegionCombinerModule about it being considered obsolete and ↵Diva Canto2015-10-181-0/+2
| | | | encouraging people to switch to varregions.
* Fixed merge conflictsDiva Canto2015-10-182-60/+9
| | | | | | | | | | Clean up of simulation version, the number that rules the compatibility of teleports: - It's not configurable anymore, it's fixed in code. Each number means an increase in features of the teleport procedure - Its definition moved to the global VersionInfo class As of now it's still 0.3. Conflicts: OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
* stop a object when making it not physicalUbitUmarov2015-10-181-2/+9
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* Fix wrong active angularlock detection (it was only burning cpu), stop ↵UbitUmarov2015-10-172-16/+11
| | | | trying to add a amotor to each child prim and stop using unnecessary trimeshcallbacks
* fix GetTerrainHeightAtXY for large regions. Also change ode dispose()UbitUmarov2015-10-171-386/+30
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* bug fix. Some rare meshs reported as having +-infinity dimensionsUbitUmarov2015-10-151-6/+28
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* More exception catching in ODE at shutdown. Not sure why the exception happens.Diva Canto2015-10-141-1/+10
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* Also restoring proper function for Simian external GetTexture functionality.Diva Canto2015-10-141-6/+5
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* Fixed exception upon shutting down in plain ODE.Diva Canto2015-10-141-2/+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..UbitUmarov2015-10-141-1/+0
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* bug fix, and make Mesh-Mesh and Mesh-Terrain collisions a lot softerUbitUmarov2015-10-141-68/+74
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* reduce jitter due to viewer interpolators on objects that are really almost ↵UbitUmarov2015-10-131-37/+87
| | | | at rest
* change fps and dilation (still something not that usefull). make collisions ↵UbitUmarov2015-10-131-86/+77
| | | | a bit less explosive.., do changes on own time limited loop and not on simulation loop, ...
* rename UbitMeshmerizer class as ubMeshmerizerUbitUmarov2015-10-131-1/+1
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* in stats use real integration time, not the wanted one. Dont let stats ↵UbitUmarov2015-10-121-20/+29
| | | | calls overlap using a proper lock object
* detect a fully degenerated mesh and avoid using it and so crashing ubOdeUbitUmarov2015-10-122-1/+18
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* use System.IO.Compression.DeflateStream for mesh decompression like master, ↵UbitUmarov2015-10-111-9/+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 ↵UbitUmarov2015-10-111-1/+1
| | | | ubMeshmerizer ( thx Dan)
* fix the casting to Boolean of lsl types vector,quaternion,list and ↵UbitUmarov2015-10-081-0/+28
| | | | rotation, so that if(variable) does compile and work. key still requires a explicit compare to NULL_KEY
* change NPC restriction options default from restricted to all allowed, as ↵UbitUmarov2015-10-081-10/+4
| | | | master
* in llAttachToAvatarTemp() (TempAttachmentsModule) dont add to inventory, ↵UbitUmarov2015-10-041-1/+1
| | | | like master
* Implement an overridable implementation of PhysicsActor.SetVehicle()Robert Adams2015-10-022-2/+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.
* reduce some diferences with masterUbitUmarov2015-10-021-256/+260
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* put back ip check on llSetContentTypeUbitUmarov2015-10-021-3/+1
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* also on another location, plus a bit cleanUbitUmarov2015-10-021-7/+10
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* do group SetPos sync as master, script thread does need to wait for it to ↵UbitUmarov2015-10-021-3/+1
| | | | be done. This needs improvement, doing it async again with script thread waiting watching coop
* change llSetContentType to master version, but removing IP checkUbitUmarov2015-10-021-15/+16
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* remove unused method parameter master also removedUbitUmarov2015-10-023-5/+8
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* do not send DisableSimulator on teleport if agent is already returningUbitUmarov2015-10-021-2/+2
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* send DisableSimulator messages on closing childagents. Possible still not ↵UbitUmarov2015-10-012-3/+18
| | | | on at best timming, or on the right source files
* make bakes reception handle empty BakedTexture elements. But at same time ↵UbitUmarov2015-10-011-36/+36
| | | | stop sending them, only sending to Xbakes server items that do have a texture, like master does
* change GetNewRezLocation physics ray results processingUbitUmarov2015-10-011-21/+38
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* remove a forgotten if that is actually only a statementUbitUmarov2015-10-011-1/+1
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* fix missing clear of queued timer even and state transition flags on ↵UbitUmarov2015-10-011-0/+7
| | | | scripts reset
* let hoverheight rest position be a falling stateUbitUmarov2015-09-302-2/+12
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* add get method on physics actors PIDHoverActiveUbitUmarov2015-09-3011-5/+21
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* first steps adding suport for llSetHoverHeight() called from attachments on ↵UbitUmarov2015-09-301-16/+143
| | | | ubOde. Sure needs work.. like sp motion control still assumes stopped and not falling state. Only very basic test on flat land done
* add high level code suport for SetHoverHeight() called from a attachment, ↵UbitUmarov2015-09-302-13/+14
| | | | so in future physics engines can also suport it
* some fixes/changes on land sendUbitUmarov2015-09-301-7/+14
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* let sp know about scene before anything else on creationUbitUmarov2015-09-301-1/+1
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