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* Add the Avination physics raycast glue so Core Physics can implement raycastMelanie2013-01-233-13/+129
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* Remove the return value from llGiveMoney and add llTransferLindenDollars. AlsoMelanie2013-01-233-33/+114
| | | | | make llGiveMoney async so the script thread is not held up waiting for comms to an external server.
* BulletSim: Tweeks to vehicle motion.Robert Adams2013-01-213-15/+11
| | | | | Pass through old angular velocity making for smoother transitions. Remove some old kludges for angular motion (damping and rotvel suppression).
* BulletSim: allow changing position and rotation of a child of a linksetRobert Adams2013-01-218-46/+112
| | | | | without rebuilding the whole compound shape. Should make vehicles move smoother.
* Have SOP and LSL_Api call the proper GetCenterOfMass and GetGeometricCenterRobert Adams2013-01-212-1/+11
| | | | | routines on the physics engine. Won't make a difference for any existing scripts since ODE always returned Vector3.Zero.
* BulletSim: remove unused MaxTaintsToProcessPerStep parameterRobert Adams2013-01-213-8/+5
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* BulletSim: More aggressive as setting character velocity to zeroRobert Adams2013-01-205-91/+153
| | | | | | | | | | | | when should be standing. Modify angular force routines to be the same pattern as linear force routines. BulletSim vehicle turning is scaled like SL and is DIFFERENT THAN ODE!! Fix some bugs in BSMotor dealing with the motor going to zero. Add a bunch of parameters: MaxLinearVelocity, MaxAngularVelocity, MaxAddForceMagnitude, VehicleMaxLinearVelocity, VehicleMaxAngularVelocity, and most of the values are defaulted to values that are larger than in SL. Use the new parameters in BSPrim, BSCharacter and BSDynamic.
* BulletSim: fix problem of avatar sliding very slowly occasionally after ↵Robert Adams2013-01-201-34/+41
| | | | stopping walking. Consolidate movement tests into the one prestep motion action
* BulletSim: small fix making sure terrain height is calculatedRobert Adams2013-01-201-1/+3
| | | | properly if the vehicle moves during vehicle actions.
* BulletSim: modify motors to return correction rather than current valueRobert Adams2013-01-205-38/+36
| | | | | | | to better use them for incremental updates. Modify prim and character to use the new motors. Simplify the vehicle linear movement code to just update the velocity directly or the basic movement.
* This updates prebuild to remove BulletSimN, implements the BulletSim API in ↵teravus2013-01-201-262/+623
| | | | BulletSPlugin using the BulletXNA Bullet physics engine. It also updates the BulletXNA library to be compatible with the changes. OpenSimDefaults has been updated to describe how to switch engines and terrain implementations.
* * Dumping BulletSimNPlugin in favor of combining the APIteravus2013-01-2023-11752/+0
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* * Tweak the BulletSimN API a bit.teravus2013-01-202-17/+18
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* IRCBridgeModule: optional agent-alertbox for IRC enabled Regions look in ↵PixelTomsen2013-01-194-273/+305
| | | | | | | | OpenSimDefaults.ini / section [IRC] http://opensimulator.org/mantis/view.php?id=6470 idea: https://github.com/ssm2017/IrcBridgeAlert
* Check the existing ScenePresence.ParentPart to make sure we're not trying to ↵Justin Clark-Casey (justincc)2013-01-191-2/+1
| | | | | | | sit on a prim we're already sat upon, rather than looking up the part from scratch. An adaptation of commit 055b8a2 Having both ParentID and ParentPart references now is redundant. ParentID should probably be eliminated.
* Assign the SmartThreadPool name in the constructorOren Hurvitz2013-01-191-2/+2
| | | | This is required because some threads are created in the constructor, so assigning the name afterwards would be too late.
* New constants for llGetObjectDetailsTalun2013-01-192-0/+92
| | | | | | | New constants for llGetObjectDetails OBJECT_CHARACTER_TIME, OBJECT_ROOT, OBJECT_ATTACHED_POINT, OBJECT_PATHFINDING_TYPE, OBJECT_PHYSICS, OBJECT_PHANTOM and OBJECT_TEMP_ON_REZ also Pathfining constants, 3 of which are used by llGetObjectDetails
* Mantis 6507 keys returned by llGetAgentList incorrect for llList2KeyTalun2013-01-191-2/+2
| | | | The type of the keys returned by llGetAgentList corrected to LSL_Key
* Fix use of scene debug commands when region is set to root or a specific ↵Justin Clark-Casey (justincc)2013-01-191-15/+12
| | | | region where there is more than one region on the simulator.
* Add "debug set set animations true|false" region console command.Justin Clark-Casey (justincc)2013-01-184-24/+48
| | | | | Setting this logs extra information about animation add/remove, such as uuid and animation name Unfortunately cannot be done per client yet
* Restore previous client AO behaviour by not allowing them to remove the ↵Justin Clark-Casey (justincc)2013-01-185-8/+27
| | | | | | | | | default animation but continue to allow scripts to do so. This keeps the fix from http://opensimulator.org/mantis/view.php?id=6327 and fixes the behaviour regression in http://opensimulator.org/mantis/view.php?id=6483 Animations may still exhibit different behaviour if both scripts and clients are adjusting animations. A change in the behaviour of client AO to not remove all animations may be a better long term approach.
* BulletSim: reduce jitter in avatar velocity when walking or flying.Robert Adams2013-01-182-2/+9
| | | | | | | OpenSimulator is VERY sensitive to changes in avatar velocity and will send an avatar update message when velocity changes more than 0.001m/s. This significantly reduces the number of avatar update messages by smoothing the avatar velocity returned by Bullet.
* BulletSim: add logic to turn off pre-step actions when object goesRobert Adams2013-01-181-0/+21
| | | | | non-active. This turns off 'setForce', 'setTorque' and 'moveToTarget' when the object is selected or made non-physical.
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimRobert Adams2013-01-173-17/+6
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| * Merge branch 'master' of melanie@opensimulator.org:/var/git/opensimMelanie2013-01-1628-151/+535
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| | * Changed a couple of debug messages at the request of osgrid.Diva Canto2013-01-161-2/+2
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| * | Complete removal of the now unused state queueMelanie2013-01-162-15/+4
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* | | BulletSim: Add one function that all actors who act on the physicalRobert Adams2013-01-175-24/+31
| |/ |/| | | | | | | can use to know if the object is currently active. Code cleaning including use of Util.ClampV function.
* | BulletSim: add the editting children in linkset going phantom bug to TODO list.Robert Adams2013-01-151-0/+2
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* | BulletSim: don't modify angular parameters when doing LIMIT_MOTOR_UP.Robert Adams2013-01-155-28/+30
| | | | | | | | | | It was a dumb idea to try and do a nose over feature for jumping cars anyway. Add better logging of native shape creation/reuse so can tell the difference.
* | BulletSim: add debugging messages to know when assets for physicalRobert Adams2013-01-154-17/+51
| | | | | | | | | | objects have been fetched. Update TODO list with more work.
* | BulletSim: reduce maximum force a script can apply (like in llApplyImpulse)Robert Adams2013-01-151-3/+3
| | | | | | | | to the documented maximum from the outragious number previously.
* | Implement co-operative script termination if termination comes during a ↵Justin Clark-Casey (justincc)2013-01-1618-54/+327
| | | | | | | | | | | | | | | | | | | | script wait event (llSleep(), etc.) This makes use of EventWaitHandles since various web references indicate that Thread.Interrupt() can also cause runtime instability. If co-op termination is enabled, then termination sets the wait handle instead of waiting for a timeout before possibly aborting the thread. This allows the script to cleanly terminate if it's in a llSleep/LL function delay or the next time it enters such a wait without any timeout period. Co-op termination is not yet testable since checking for termination request within loops that never trigger a wait is not yet implemented. This commit, unlike 1b5c41c, passes the wait handle as an extra parameter through IScript.Initialize() instead of passing IScriptInstance itself.
* | Revert "Implement co-operative script termination if termination comes ↵Justin Clark-Casey (justincc)2013-01-167-289/+13
| | | | | | | | | | | | | | | | during a script wait event (llSleep(), etc.)" Doing this as a favour to Melanie. This will be back with passing the wait handles directly to the api. This reverts commit 1b5c41c14ad11325be249ea1cce3c65d4d6a89be.
* | Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2013-01-166-31/+74
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| * | BulletSim: tweeks to improve hover.Robert Adams2013-01-151-5/+21
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| * | BulletSim: temporarily disable banking and direction deflectionRobert Adams2013-01-152-10/+29
| | | | | | | | | | | | | | | because the computations are wrong. Add VehicleTorqueImpulse routines.
| * | BulletSim: fix logic for enabling unmanaged code debug messages.Robert Adams2013-01-151-1/+14
| | | | | | | | | | | | Free pinned memory when physics engine is unloaded.
| * | Merge branch 'master' of git://opensimulator.org/git/opensimRobert Adams2013-01-152-12/+7
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| | * | move resit fix to ScenePresence.cs and allow for requesting sit on objects ↵dahlia2013-01-142-12/+7
| | |/ | | | | | | | | | other than the object currently sat on
| * | BulletSim: by default, turn on continuious collision detection (CCD)Robert Adams2013-01-151-3/+3
| |/ | | | | | | | | and enable friction computation caching. Remove dangerous BulletSim settings from OpenSimDefaults.ini.
* | Implement co-operative script termination if termination comes during a ↵Justin Clark-Casey (justincc)2013-01-167-13/+289
| | | | | | | | | | | | | | | | | | script wait event (llSleep(), etc.) This makes use of EventWaitHandles since various web references indicate that Thread.Interrupt() can also cause runtime instability. If co-op termination is enabled, then termination sets the wait handle instead of waiting for a timeout before possibly aborting the thread. This allows the script to cleanly terminate if it's in a llSleep/LL function delay or the next time it enters such a wait without any timeout period. Co-op termination is not yet testable since checking for termination request within loops that never trigger a wait is not yet implemented.
* | Instead of passing separate engine, part and item components to script APIs, ↵Justin Clark-Casey (justincc)2013-01-1515-79/+109
|/ | | | | | | | pass down IScriptInstance instead. This is to allow the future co-operative script thread terminate feature to detect and act upon termination requests. This splits the assembly and state loading out from the ScriptInstance() constructor to a separate Load() method in order to facilititate continued script logic regression testing.
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2013-01-1526-246/+554
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| * BulletSim: fix not moving physical objects below terrain to over terrain.Robert Adams2013-01-145-18/+36
| | | | | | | | | | Add locking on register prestep action list preventing potential race conditions. Little comment and formatting changes.
| * BulletSim: disable center-of-mass computation for linksets until debugged. ↵Robert Adams2013-01-142-25/+36
| | | | | | | | Move physical prim above ground if it is underground. Previously tried to correct by applying and up force but the prim would never go through the ground.
| * BulletSim: move center of gravity of linkset to its geometric center.Robert Adams2013-01-1110-32/+106
| | | | | | | | | | | | | | Necessitated allowing simulator and physical position of a body to get out of sync since Bullet assumes that <0,0,0> is the center of mass. Update DLLs and SOs for the UpdateChildTransform so positions of individual prim in a linkset can be implemented.
| * BulletSim: add osGetPhysicsEngineType() LSL function and updateRobert Adams2013-01-1112-22/+82
| | | | | | | | | | | | | | | | 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.
| * BulletSim: Add IsSelected attribute to physical objects. Have vehicles check ↵Robert Adams2013-01-114-50/+162
| | | | | | | | to see if physical before trying to step. Replace vehicle gravity application. Previously relying on Bullet to apply gravity but since vehicles over-ride the velocity calculation, gravity never had a chance to accelerate the body down. Added AddForceImpulse as well as AddForce for those who need to apply immediate velocity updates. Use the impulse to apply the linear motion.
| * Fix exception reporting in SceneObjectPart so it logs what the exception is ↵Robert Adams2013-01-111-2/+2
| | | | | | | | rather than just saying it happened.