Commit message (Collapse) | Author | Age | Files | Lines | ||
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| * | | | BulletSim: vehicle tweeking. | Robert Adams | 2012-11-03 | 3 | -93/+90 | |
| | | | | | | | | | | | | | | | | | | | | | | | | Add AddTorque() method to BSPrim. Remove some manual motor actions in computing angular force (will eventually be replaced with motor class). Remove some experimental changes. | |||||
| * | | | BulletSim: remove center-of-mass setting for linksets because it causes the ↵ | Robert Adams | 2012-11-03 | 5 | -54/+33 | |
| | | | | | | | | | | | | | | | | constraint calculation to pull the objects together. | |||||
| * | | | BulletSim: Use the PostTaints operation to build the linkset once before the ↵ | Robert Adams | 2012-11-03 | 2 | -124/+68 | |
| | | | | | | | | | | | | | | | | next simulation step. This eliminates the management of children vs taintChildren and simplifies the constratin creation code. | |||||
| * | | | BulletSim: Add gravity force to vehicle. Some debugging additions. | Robert Adams | 2012-11-03 | 1 | -2/+6 | |
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| * | | | BulletSim: fix problem with multiple linksets stepping on each other if they ↵ | Robert Adams | 2012-11-03 | 1 | -3/+4 | |
| | | | | | | | | | | | | | | | | are built at the same time. | |||||
| * | | | BulletSim: add definitions for linkset collision mask | Robert Adams | 2012-11-03 | 1 | -0/+3 | |
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| * | | | BulletSim: code rearrangement | Robert Adams | 2012-11-03 | 2 | -8/+6 | |
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| * | | | BulletSim: Use Refresh/PostTaints to cause recomputing of constraint ↵ | Robert Adams | 2012-11-03 | 1 | -29/+36 | |
| | | | | | | | | | | | | | | | | variables before the simulation step. Update logging and messages to properly name LinksetConstraints. Use UpdatePhysicalMassProperties to put the whole linkset mass into all the physical linkset members so they have the inertia to move the whole linkset. | |||||
| * | | | BulletSim: add post taint taints and post step taints. The post taints ↵ | Robert Adams | 2012-11-03 | 1 | -16/+122 | |
| | | | | | | | | | | | | | | | | operation is most useful and is used by linksets to build and rebuild only once before the simulation step. | |||||
| * | | | BulletSim: remove unneeded parameter from Refresh(). | Robert Adams | 2012-11-03 | 1 | -1/+1 | |
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| * | | | BulletSim: centralize mass/inertia computation with ↵ | Robert Adams | 2012-11-03 | 3 | -18/+38 | |
| | | | | | | | | | | | | | | | | UpdatePhysicalMassProperties() function. Didn't add setMassRaw because assignment with side effect is dirty. | |||||
| * | | | BulletSim: rename constraint classes so they show up together alphabetically. | Robert Adams | 2012-11-03 | 3 | -6/+6 | |
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| * | | | BulletSim: many small changes for vehicles simulation. | Robert Adams | 2012-11-03 | 1 | -31/+40 | |
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| * | | | BulletSim: add ForEachMember(action) call for linkset. | Robert Adams | 2012-11-03 | 1 | -8/+28 | |
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| * | | | BulletSim: Add activations after vehicle properties change. Problem was the ↵ | Robert Adams | 2012-11-03 | 1 | -12/+62 | |
| | | | | | | | | | | | | | | | | vehicle was going to sleep while waiting for commands. Make AddAngularForce work the same way as AddForce -- accumulates values and pushes them once into Bullet. | |||||
| * | | | BulletSim: correct spelling of Bullet call. It's 'swept' not 'sweep'. | Robert Adams | 2012-11-03 | 3 | -3/+7 | |
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| * | | | BulletSim: Add banking and other new code to vechile dynamics. Add third ↵ | Robert Adams | 2012-11-03 | 11 | -188/+323 | |
| | | | | | | | | | | | | | | | | party license and contributor in for for Aurora-Sim project for physics code. | |||||
* | | | | Merge branch 'avination' into careminster | Melanie | 2012-11-04 | 10 | -35/+68 | |
|\ \ \ \ | | |/ / | |/| | | | | | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/Scene.cs | |||||
| * | | | Add a method to query all registered script constants to allow non-XEngine | Melanie | 2012-11-04 | 2 | -0/+18 | |
| | | | | | | | | | | | | | | | | script engines to use them. | |||||
| * | | | Prevent a null client from crashing windlight. | Melanie | 2012-11-03 | 1 | -0/+3 | |
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| * | | | Merge branch 'ubitwork' into avination | Melanie | 2012-11-02 | 1 | -20/+14 | |
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| | * | | lock unique and uniqueReleased in same order when both locks are needed | UbitUmarov | 2012-11-02 | 1 | -20/+14 | |
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| | * | | Merge branch 'avination' into ubitwork | UbitUmarov | 2012-10-30 | 10 | -32/+75 | |
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| * | \ \ | Merge branch 'ubitwork' into avination | Melanie | 2012-11-01 | 5 | -14/+33 | |
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| | * | | | revert last change | UbitUmarov | 2012-10-28 | 1 | -2/+1 | |
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| | * | | | fix ode timing | UbitUmarov | 2012-10-28 | 1 | -1/+2 | |
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| | * | | | minor change | UbitUmarov | 2012-10-28 | 1 | -0/+1 | |
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| | * | | | test limit ode exec time by time not number of loops done | UbitUmarov | 2012-10-28 | 1 | -8/+13 | |
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| | * | | | more debug | UbitUmarov | 2012-10-28 | 1 | -0/+2 | |
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| | * | | | remove pre physics build testing | UbitUmarov | 2012-10-28 | 1 | -1/+1 | |
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| | * | | | Add some extra debug on scene close | UbitUmarov | 2012-10-28 | 1 | -1/+9 | |
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| | * | | | bug fix | UbitUmarov | 2012-10-20 | 2 | -1/+3 | |
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| | * | | | UbitOde stop doing a copy of the asset data using just the reference to | UbitUmarov | 2012-10-19 | 1 | -2/+3 | |
| | | | | | | | | | | | | | | | | | | | | it. It costs a lot of cpu and doesn't seem all that usefull. | |||||
| * | | | | Make sure we're not accessing a physics scene if we're not in one yet. | Melanie | 2012-10-30 | 1 | -1/+1 | |
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* | | | | Merge branch 'master' into careminster | Melanie | 2012-11-03 | 3 | -6/+8 | |
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| * | | | HG: flip all configs to HG2.0. PLEASE CHECK YOUR EXISTING HG CONFIGS AGAINST ↵ | Diva Canto | 2012-11-02 | 2 | -3/+5 | |
| | | | | | | | | | | | | | | | | THESE. | |||||
| * | | | Change to earlier commit for TargetVelocity to support distributed physics. | Dan Lake | 2012-11-02 | 1 | -3/+3 | |
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* | | | | Merge branch 'master' into careminster | Melanie | 2012-11-01 | 4 | -5/+13 | |
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| * | | | Comment out checks not to overwrite existing IAR/OAR files for now on "save ↵ | Justin Clark-Casey (justincc) | 2012-11-01 | 2 | -4/+6 | |
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | iar/oar" since this causes problems for some backup systems. Needs more thought, maybe an explicit --force/--overwrite switch Comments on http://opensimulator.org/mantis/view.php?id=6389 | |||||
| * | | | Add TargetVelocity to PhysicsActor interface to support distributed physics. ↵ | Dan Lake | 2012-10-31 | 2 | -1/+7 | |
| | | | | | | | | | | | | | | | | No change to existing functions. | |||||
* | | | | Merge branch 'master' into careminster | Melanie | 2012-10-31 | 7 | -22/+72 | |
|\ \ \ \ | |/ / / | | | | | | | | | | | | | | | | | Conflicts: OpenSim/Framework/TaskInventoryItem.cs OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs | |||||
| * | | | Also add the additional ScriptException constructor necessary to get ↵ | Justin Clark-Casey (justincc) | 2012-10-31 | 1 | -0/+3 | |
| | | | | | | | | | | | | | | | | [Serializable] to work. | |||||
| * | | | Mark ScriptException as [Serializable] for when it has to cross AppDomains | Justin Clark-Casey (justincc) | 2012-10-31 | 1 | -0/+1 | |
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| * | | | Handle UUIDGroupName and ObjectGroup viewer UDP requests asynchronously ↵ | Justin Clark-Casey (justincc) | 2012-10-31 | 1 | -2/+2 | |
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | rather than synchronously. This is to avoid the entire scene loop being held up when the group service is slow to respond. There's no obvious reason for these queries to be sync rather than async. | |||||
| * | | | Make "show object part" command correctly display script status. | Justin Clark-Casey (justincc) | 2012-10-31 | 5 | -23/+66 | |
| | | | | | | | | | | | | | | | | | | | | Uses new IEntityInventory.TryGetScriptInstanceRunning() Makes it clearer that TaskInventoryItem.ScriptRunning cannot be used as it is temporary and not updated. | |||||
* | | | | Merge branch 'master' into careminster | Melanie | 2012-10-31 | 4 | -7/+31 | |
|\ \ \ \ | |/ / / | | | | | | | | | | | | | | | | | Conflicts: OpenSim/Framework/ChildAgentDataUpdate.cs OpenSim/Region/Framework/Scenes/ScenePresence.cs | |||||
| * | | | Merge branch 'master' of melanie@opensimulator.org:/var/git/opensim | Melanie | 2012-10-30 | 2 | -6/+16 | |
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| | * | | | Only create a new list to check if objects have reached targets if there ↵ | Justin Clark-Casey (justincc) | 2012-10-30 | 1 | -5/+9 | |
| | | | | | | | | | | | | | | | | | | | | actually are any targets. | |||||
| | * | | | Log warning if mesh/sculpt asset couldn't be found by ↵ | Justin Clark-Casey (justincc) | 2012-10-30 | 1 | -0/+6 | |
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | ODEPrim.MeshAssetReceived() callback. Presumably this is now more useful if the false positive from the old method of loading mesh assets have been eliminated. | |||||
| | * | | | Add asset != null check to ODEPrim.MeshAssetReceived instead of throwing ↵ | Justin Clark-Casey (justincc) | 2012-10-30 | 1 | -1/+1 | |
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | exception. In some cases (such as failure to receive response from asset service), it is possible for a null to be returned from IAssetService.Get(string, object, AssetRetrieved). |