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* Soliciting for comments on smoothness of physics objects for this build.teravus2012-10-032-8/+46
| | | | | This introduces expected contact point hints to the ODE Collider to better determine when to throttle updates as excessive. This /should/ smooth physics objects out again, however, I cannot know every configuration of OpenSimulator, so I'm requesting that testers please examine this change on their build. Thanks!
* Fix the use of the wrong index when locating the assets associatedMic Bowman2012-10-031-1/+2
| | | | | | | with wearables. The fact that this hasn't caused problems earlier suggests either that no one is using multiple layers of wearables or that this code is useless because the assets are coming in with the wearables request.
* Fix a viewer crash issueMelanie2012-10-031-1/+12
| | | | | | Conflicts: OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
* I propose that 0.5m/step change for linear velocity is too big of a change ↵teravus2012-10-031-1/+15
| | | | to control the reporting of a new angular velocity. I think that this could be here for one of two reasons, 1. vehicles and llMoveToTarget with axis lock, or 2. To attempt to make things look more stable in the physics scene then they really are, however, this also really affects the angular velocity reporting negatively causing things to spin wildly and jump back into place repeatedly. To compromise, if the prim is a vehicle or is being used as a motor target, the original functionality is still applied. If that's not the case, angular velocity is reported with a linear velocity of 0.02m/step. To be clear on the effect of the physical world... When you push things, there's still a lag time where you walk into the object but once the object is in motion, it begins to move as you would expect so results in slightly more realistic motion.
* Minor Modification, switch /2 to 0.5f in ODEPrim.Velocityteravus2012-10-021-4/+4
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* Merge branch 'master' of melanie@opensimulator.org:/var/git/opensimMelanie2012-10-0215-309/+598
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| * correcting typoSignpostMarv2012-10-021-3/+3
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| * taking into account the recent introduction of implicit operatorsSignpostMarv2012-10-021-3/+1
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| * added perms checking, duplicated functionality to methods that do not ↵SignpostMarv2012-10-023-6/+86
| | | | | | | | require perms and have higher threat level
| * fixing copypastaSignpostMarv2012-10-021-1/+1
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| * implementing osDropAttachment & osDropAttachmentAtSignpostMarv2012-10-025-3/+72
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| * string format arguments in wrong orderSignpostMarv2012-10-021-1/+1
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| * BulletSim: Make parameter value defaults match what should be the default ↵Robert Adams2012-10-022-14/+14
| | | | | | | | and what is in OpenSimDefaults.ini. Comment and debug printout changes.
| * BulletSim: Add ForcePosition and ForceOrientation to BSPhysObject and to its ↵Robert Adams2012-10-023-5/+64
| | | | | | | | children of BSPrim and BSCharacter.
| * BulletSim: Fix problem where box shapes were not being rebuilt if the shape ↵Robert Adams2012-10-021-4/+6
| | | | | | | | type changed.
| * BulletSim: Fix linkset problem where delayed manipulations of child objects ↵Robert Adams2012-10-021-10/+8
| | | | | | | | was using the child shape address at call time rather than the one created at taint time.
| * BulletSim: call ForcePosition and ForceOrientation in BSDynamics so there is ↵Robert Adams2012-10-021-39/+57
| | | | | | | | no lag between what the vehicle code sees and what the physics engine is using.
| * Add Flush() method to LogWriter. Also correct line endings to Linux form.Robert Adams2012-10-021-161/+170
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| * BulletSim: fix the FloatOnWater code so avatars can normally go underwater.Robert Adams2012-10-021-1/+1
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| * BulletSim: impliment FloatOnWater OS function.Robert Adams2012-10-023-22/+104
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| * Correct my name in CONTRIBUTORS.txtRobert Adams2012-10-021-35/+16
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| * BulletSim: remove warnings for unused variables.Robert Adams2012-10-023-14/+7
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* | Attempt to fix Mantis #6311. Honor a destination folder if one is givenMelanie2012-10-021-0/+39
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* Add money event routing to the script engine.Melanie2012-10-021-0/+3
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* Send money() events to the clicked prim. Reverting a change I made over a ↵Melanie2012-10-021-1/+1
| | | | year ago.
* Prevent the ExtraSettings code from crashing SQLite driven sims.Melanie2012-10-021-0/+6
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* On more virtual methodDiva Canto2012-10-011-1/+1
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* Allow setting connection limits, part 2Melanie2012-09-301-1/+26
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* Allow setting max connections for an endpointMelanie2012-09-302-4/+4
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* Add using clause I missedMelanie2012-09-301-0/+1
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* Allow up to 12 simultaneous connections to a given endpoint rather than 2Melanie2012-09-301-0/+1
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* Revert "Added request.Proxy=null everywhere, as discussed in ↵Diva Canto2012-09-3025-41/+8
| | | | | | | | http://stackoverflow.com/questions/2519655/httpwebrequest-is-extremely-slow." But the patch is here, in case anyone wants to try it. This reverts commit 531edd51d82ecd6a842a2611c99e9919634491ef.
* Added request.Proxy=null everywhere, as discussed in ↵Diva Canto2012-09-3025-8/+41
| | | | | | http://stackoverflow.com/questions/2519655/httpwebrequest-is-extremely-slow. Thanks R.Gunther (rigun@rigutech.nl) https://lists.berlios.de/pipermail/opensim-users/2012-September/010986.html
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimDiva Canto2012-09-3019-1424/+2235
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| * Get rid of some unnecessary casts in RemoteAdminPlugin.Justin Clark-Casey (justincc)2012-09-291-5/+5
| | | | | | | | | | This was stopping http://code.google.com/p/opensimtools/wiki/RemoteAdminPHPClass from working with some methods (e.g. create_user). However, this casting has been around for at least 2 years so I'm puzzled that it worked in the first place, though it probably is extremely old sample code.
| * Fix bug where debug http level 6 could not be specified. Also converts ↵Justin Clark-Casey (justincc)2012-09-292-5/+5
| | | | | | | | newlines at this level to '\n' to enable them to be logged.
| * Fire EventManager.TriggerOnAttach (and hence LSL attach event) when an ↵Justin Clark-Casey (justincc)2012-09-292-14/+18
| | | | | | | | | | | | | | object is attached from the scene. Enables previously disabled regression test. Based on SingpostMarv's patch in http://opensimulator.org/mantis/view.php?id=6302 but I prefer a simpler approach that does not expose a resume scripts option right now.
| * Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2012-09-2913-1372/+2150
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| | * BulletSim: remember to release the physical body and shape when a prim is ↵Robert Adams2012-09-282-16/+16
| | | | | | | | | | | | destroyed. This fixes many problems with physical linksets.
| | * BulletSim: add separate runtime and taint-time linkset children lists to ↵Robert Adams2012-09-273-80/+93
| | | | | | | | | | | | keep the creation of constraints separate from runtime.
| | * BulletSim: rename some constraint variables to be consistant with other name ↵Robert Adams2012-09-277-116/+231
| | | | | | | | | | | | | | | | | | | | | | | | | | | use. Added callbacks for shape and body changes in GetBodyAndShape() so the linkset constraints can be picked up and restored. A better design might be to have a "prim shape changed" event. Think about that. Added constraint types to general constraint class.
| | * BulletSim: remove the trailing spaces from lines to make git happierRobert Adams2012-09-2710-276/+275
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| | * BulletSim: remove the unused body management code from BSPrim. There is no ↵Robert Adams2012-09-271-374/+0
| | | | | | | | | | | | going back now.
| | * BulletSim: Fix linkset crash. Caused by the different body and shapeRobert Adams2012-09-279-94/+182
| | | | | | | | | | | | | | | | | | | | | pointers at runtime and at taint-time. Now passes the body into the taint. Vehicles zero inertia when active to eliminate Bullet's contribution to vehicle motion.
| | * BulletSim: Terrain sets proper collision flags on creation.Robert Adams2012-09-274-52/+56
| | | | | | | | | | | | | | | | | | Static objects are set to ISLAND_SLEEPING rather than DISABLE_SIMULATION. Might reconsider this and, alternatively, have dynamic objects force activation. Clean up use of DetailLog().
| | * BulletSim: btGhostObjects working to make 'volume detect' work.Robert Adams2012-09-277-191/+265
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Rearrangement and cleanup of shape collection code. Much more readable. Enabling and use of collision filters and masks. Addition of ID to body creation BulletSimAPI calls so always set in shape for collision reporting. Change default of ShouldSplitSimulationIslands and ShouldRandomizeSolverOrder from 'false' to 'true'. When 'false', this suppresses NO_CONTACT_RESPONSE which makes volume detect fail.
| | * BulletSim: renamed members of BulletShape, BulletSim and BulletBodyRobert Adams2012-09-2711-270/+482
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | so the members case is consistant. Caused modifications everywhere. New logic in BSShapeCollection to track use and sharing of shapes. I just reslized, though, that shapes cannot be shared because the shape's UserPointer is the localID of the prim and is required for tracking collisions. More changes coming. Added DuplicateCollisionShape2() to API and changed BuildNativeShape2 to take a ShapeData structure so don't have to pass so many parameters. This matches the latest version of BulletSim.dll. Additions and removal of DetailLog() statements for debugging.
| | * BulletSim: fix regression that caused cylindar shapes to have a box ↵Robert Adams2012-09-271-1/+9
| | | | | | | | | | | | collision shape
| | * BulletSim: complete code for managed code shape and body tracking. Not debugged.Robert Adams2012-09-275-130/+675
| | | | | | | | | | | | | | | Eliminate some null exceptions created adding the above code. Add and remove some detailed logging statements.
| | * BulletSim: add class and infrastructure for shape and objectRobert Adams2012-09-275-39/+192
| | | | | | | | | | | | | | | tracking in the C# code. Needed for the changing body type (to and from GhostObjects) for volumeDetect.