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* BulletSim: repair vehicle problems introduced in previous 'improvements'. ↵Robert Adams2012-12-214-572/+598
| | | | Fix line endings in BSParams.
* BulletSim: Move all the parameter variables, tables and get and fetch logic ↵Robert Adams2012-12-2113-606/+681
| | | | to a separate, static class for easier addition and to remove all that bulk from the BSScene class.
* BulletSim: small fix to avatar movement motor use which keeps avatar from ↵Robert Adams2012-12-211-1/+2
| | | | flying up forever. This doesn't fix the overall problem but keeps avatar flying from being totally unusable.
* BulletSim: avatar movement smoothed with motor that modifies avatar velocity ↵Robert Adams2012-12-212-4/+81
| | | | to target velocity. Fails in incorporating physical world effects (gravity) so avatar doesn't fly correctly.
* BulletSim: Better detail logging of VMotor actions.Robert Adams2012-12-211-7/+8
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* BulletSim: begin movement of parameters from pinned memory block to ↵Robert Adams2012-12-212-7/+19
| | | | variables all in managed code. Add note to TODO list to remember to do the rest. Other updates to TODO list.
* BulletSim: fix incorrectly defined property changed flag.Robert Adams2012-12-201-3/+1
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* BulletSim: Check for unspecified TimeScale in BSVMotor and don't scale if ↵Robert Adams2012-12-201-9/+43
| | | | not specified. Add test dump routine. Don'e zero current and target values when error goes to zero as the values could be used externally to store the actual target values, etc.
* BulletSim: replace use of funky nullable values for vehicle property update ↵Robert Adams2012-12-201-26/+43
| | | | control (m_known* stuff). Bitmaps will be quicker to test and to clear.
* BulletSim: angularMotorUp working again (seems a little slow as it takes ↵Robert Adams2012-12-202-32/+66
| | | | longer than timescale to correct, but getting better). Disabled angularDeflection (need to resolve interactions between angular corrections). Update TODO list.
* BulletSim: reorganize motor step code to separate error computation allowing ↵Robert Adams2012-12-201-51/+91
| | | | subclass for PID error correction.
* BulletSim: improve angularVerticalAttraction calculation to compute angular ↵Robert Adams2012-12-181-18/+15
| | | | correction velocity rather than estimating correction (excuse to use trig functions).
* BulletSim: initial implementation of a PID motor. Not hooked up yet.Robert Adams2012-12-181-6/+38
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* BulletSim: comments and TODO list updateRobert Adams2012-12-182-3/+9
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* Replace axis rotation numeric constants (STATUS_ROTATE_XYZ) with symbols. ↵Robert Adams2012-12-183-9/+19
| | | | Also made it so llSetStatus() can individually enable disable rotation axi using the bitmask of flags.
* Disable UDPPacketBuffer pooling for now to resolve an issue on Windows of ↵Justin Clark-Casey (justincc)2012-12-191-5/+8
| | | | | | | | | | | interference between incoming packets. On Windows, concurrent multi-threaded processing of inbound UDP somehow allows different data input processing to interfere with each other. Possibly the endpoint reference is being switched, though I don't yet know the mechanism. Not seen on Mono. Also resolveable by setting RecyclePackets = false or RecycleBaseUDPPackets = false in [PacketPool] Or async_packet_handling = false in [ClientStack.LindenUDP] For now, will simply disable this particular pooling though will revisit this issue. In response to http://opensimulator.org/mantis/view.php?id=6468
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2012-12-175-37/+28
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| * BulletSim: apply friction to linear and angular motion before returning ↵Robert Adams2012-12-173-14/+2
| | | | | | | | advanced motor value. This seems to be the problem with BulletSim vehicles turning too quickly. Also removed the configuration parameter that controlled the timestep scaling kludge for angular velocity that was added to research the question of quick turning.
| * BulletSim: fix vehicles going underground when unsat. Problem was that, when ↵Robert Adams2012-12-174-29/+32
| | | | | | | | doing unsit, the order of operations on the prims and the vehicle is very chaotic and not in a good order so the root prim was being left physical and thus it fell for a bit. Also changed default of velocity scaling to be closer to the movement standard.
* | Extend default 1 second wait for event completion to other thread script ↵Justin Clark-Casey (justincc)2012-12-173-4/+33
|/ | | | | | | | reset (as called by llResetOtherScript()). As with script stop (via llDie()) aborting other scripts event threads, llResetOtherScript() can also abort any current event thread on another script. On mono 2.6, 2.10 and possibly later this may cause locking problems in certain code areas. This commit reuses the recently introduced [XEngine] WaitForEventCompletionOnScriptStop to make this a 1 sec timeout, rather than 0 secs.
* BulletSim: fix vehicles being shot in the air at border crossings because of ↵Robert Adams2012-12-161-2/+5
| | | | mis-application of correction to postion for below groundness.
* BulletSim: add parameter to UpdateProperties call into the linkset so ↵Robert Adams2012-12-166-36/+65
| | | | changes from the physics engine can be differentiated from changes made by the user. This eliminates a linkset rebuild loop. Also add logic to not rebuild or freak out when the object/linkset crosses a terrain boundry.
* BulletSim: add even more to the TODO list.Robert Adams2012-12-161-4/+27
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* BulletSim: add check for border crossing in character position sanity check.Robert Adams2012-12-161-2/+10
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* BulletSim: refactor to combine common terrain height testing code. Add ↵Robert Adams2012-12-161-38/+48
| | | | function to test if a position is over known terrain.
* BulletSim: experimentally remove unit displacement from prim border crossing ↵Robert Adams2012-12-161-2/+13
| | | | test. This seems to cause border crossing to be sensed either a little early or a little late depending on which directin the object is moving. If border crossings become totally borked or someone remembers why this was displacement was done, revert this change.
* Add stack dump function that takes an alternate printer outter. I've found ↵Robert Adams2012-12-161-1/+7
| | | | that log4net can be slowish so, if one is generating A LOT of debug output, alternate printers are better
* BulletSim: remove some errors on shutdown by moving terrain destruction ↵Robert Adams2012-12-162-3/+16
| | | | until after physical object destruction. TerrainManager also made disposable and that feature used.
* BulletSim: rip out old code for linkset child position fetching. BulletSim ↵Robert Adams2012-12-165-45/+31
| | | | doesn't need to do that bookkeeping because SOG/SOP already does it.
* Make WebStatsModule properly handle scenes added or removed after initial ↵Justin Clark-Casey (justincc)2012-12-151-14/+31
| | | | | | startup. This may have been the cause of the DivByZero in http://opensimulator.org/mantis/view.php?id=6460
* minor: If the physics module tells us that an object has gone out of bounds, ↵Justin Clark-Casey (justincc)2012-12-151-2/+5
| | | | more helpfully log the name, id, position and region of that object.
* minor: Add commented out log lines to ScenePresenceAnimator for future debug ↵Justin Clark-Casey (justincc)2012-12-141-1/+10
| | | | use (such as logging anim pack contents sent to clients)
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2012-12-1412-301/+433
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| * BulletSim: Add more to the TODO list. Clean up and improve some comments.Robert Adams2012-12-132-10/+9
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| * Return the last set targetVelocity rather than the current velocity as the ↵Robert Adams2012-12-131-5/+8
| | | | | | | | default action made available in PhysicsActor.TargetVelocity. Doesn't change any physics operation but makes DSG work better as the targetVelocity value does not keep moving around.
| * BulletSim: fix problem with continuious rebuilding of physical linksets. ↵Robert Adams2012-12-133-79/+88
| | | | | | | | This caused movement problems and large prim vehicles to take up a LOT of simulation time.
| * BulletSim: correct line endings in new BulletSimData.cs file.Robert Adams2012-12-131-282/+282
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| * BulletSim: Add 'BulletSimData' which separates structures createdRobert Adams2012-12-137-205/+308
| | | | | | | | | | | | for the operation of BulletSim and those defintiions/structures defined so they can be used in the unmanaged world. Consolidate setting of collision flags so implementation is not scattered.
| * BulletSim: remove extra linkset rebuilds.Robert Adams2012-12-131-18/+36
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* | Fix issue where calling llVolumeDetect(FALSE) would not remove phantom flag, ↵Justin Clark-Casey (justincc)2012-12-142-2/+42
|/ | | | | | | causing subsequent issues if physics was re-enabled. Added regression tests Addresses http://opensimulator.org/mantis/view.php?id=6365
* minor: add some more detail to the logging if an LLClientView fails to ↵Justin Clark-Casey (justincc)2012-12-131-2/+4
| | | | process a packet
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2012-12-131-30/+6
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| * Simplify sit code a bit by determining correct animation in HandleSit ↵Dan Lake2012-12-131-30/+6
| | | | | | | | instead of HandleSitRequest. This eliminates m_nextSitAnimation, an unneeded state-saving variable in ScenePresence
* | Add WaitForEventCompletionOnScriptStop [XEngine] config param to ↵Justin Clark-Casey (justincc)2012-12-131-10/+24
|/ | | | | | | OpenSimDefaults.ini to allow change of the wait time for an event to complete on script removal before aborting its thread Default is 1000, as has previously been the case. This parameter exists for further debug work concerning mono 2.10 crashes that may be related to locks not being removed on Thread.Abort
* Fix formattingBlueWall2012-12-131-21/+24
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* Fix module pathname handling for WindowsBlueWall (James Hughes)2012-12-131-16/+22
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* Merge branch 'master' of /home/opensim/var/repo/opensimBlueWall2012-12-1212-93/+228
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| * Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2012-12-137-71/+109
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| | * BulletSim: fix problem of avatar's floating off the ground after unsitting. ↵Robert Adams2012-12-124-24/+27
| | | | | | | | | | | | Reworked size/scale logic so physical scale is kept in Bullet and physObject scale is the preferred size -- usually same as size but avatars are computed differently.
| | * BulletSim: non-functional commenting and reorganization of material ↵Robert Adams2012-12-122-33/+49
| | | | | | | | | | | | attribute specifications.