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* Merge branch 'master' into careminsterMelanie2012-12-2640-76/+12222
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| * BulletSim: Rename some of the interface structures (BulletWorld, ...)Robert Adams2012-12-249-13/+412
| | | | | | | | | | | | | | | | to get ready for... Start creation of BulletAPITemplate. This defines the abstract interface functions. Following commits will move over to the new interface. This will enable switching between the managed and unmanaged version of Bullet.
| * BulletSim: Default avatar density changed to 3.5 which is WAY closerRobert Adams2012-12-242-9/+9
| | | | | | | | | | | | to the SL value. Fixed frictin values for physical materials which were just wrong which caused things that should have slipped to not.
| * BulletSim: Fix single physical prim reporting its mass as zero.Robert Adams2012-12-247-54/+83
| | | | | | | | | | | | | | Properly return root mass as mass of just the root prim rather than the mass of the linkset. SOG has the logic to add the masses together to get the linkset mass. Update TODO list.
| * * Update BulletSimN terrain implementation to default to Heightfield, it's ↵teravus2012-12-231-1/+1
| | | | | | | | less CPU intensive.
| * * Initial commit of BulletSimN (BulletSNPlugin). Purely C# implementation ↵teravus2012-12-2323-0/+11718
| | | | | | | | of BulletSim. This is designed to be /as close as possible/ to the BulletSim plugin while still being entirely in the managed space to make keeping it up to date easy as possible (no thinking work). This implementation is /slower/ then the c++ version just because it's fully managed, so it's not appropriate for huge sims, but it will run small ones OK. At the moment, it supports all known features of BulletSim. Think of it like.. POS but everything works. To use this plugin, set the physics plugin to BulletSimN.
* | Revert "Whitespace change to trigger ircbot"Melanie2012-12-231-1/+0
| | | | | | | | This reverts commit ca30559b05bd44995277c270ec19a92d8170e587.
* | Whitespace change to trigger ircbotMelanie2012-12-231-0/+1
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* | Merge branch 'master' into careminsterMelanie2012-12-2317-911/+967
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| * BulletSim: modify avatar motor code to make falling movement better. Clean ↵Robert Adams2012-12-223-35/+45
| | | | | | | | up some usages. Disable motor when done.
| * BulletSim: remove post step one-time taints (doesn't make any sense). Rename ↵Robert Adams2012-12-221-82/+30
| | | | | | | | pre and post step event invocation routines to Trigger* to be consistant. Remove old, unused code.
| * BulletSim: add Enabled parameter and operation to motors.Robert Adams2012-12-221-2/+16
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| * Add helper routine Util.InRange()Robert Adams2012-12-221-0/+7
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| * BulletSim: remove all special vehicle code from BSScene. Replace per-frame ↵Robert Adams2012-12-212-101/+20
| | | | | | | | updates for vehicles with per-frame action registration. One fewer special case.
| * BulletSim: remove the movement decay while flying. Made flying slow down ↵Robert Adams2012-12-211-6/+0
| | | | | | | | over time.
| * BulletSim: Fix llApplyImpulse so it works after the first impulse. The ↵Robert Adams2012-12-212-4/+29
| | | | | | | | problem was Bullet deactivating the object between the pushes (when, as far as the physics engine is concerned, it isn't moving).
| * BulletSim: add BSPhysObject code to manage registrations of preStep events. ↵Robert Adams2012-12-213-66/+104
| | | | | | | | Use same to implement setForce and setTorque so the values are restored at the beginning of each step (since Bullet zeros forces applied last step). Simplify implementation of AddForce and AddTorque by relying on the addition of forces in Bullet.
| * 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.
* | Merge branch 'avination' into careminsterMelanie2012-12-212-0/+36
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| * | Add the interfaces for the new Avination baked texture cache serviceMelanie2012-12-192-0/+36
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* | | Merge branch 'master' into careminsterMelanie2012-12-2110-134/+396
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| * | 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 'avination' into careminsterMelanie2012-12-1828-584/+1425
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| * | Fix locking for goodMelanie2012-12-181-3/+3
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| * | Merge branch 'ubitwork' into avinationMelanie2012-12-175-176/+250
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| | * | *TESTP unscripted sit: missing filesUbitUmarov2012-12-172-0/+6
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| | * | * TEST * unscripted sitUbitUmarov2012-12-173-176/+244
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| * | | Merge branch 'avination' of ssh://3dhosting.de/var/git/careminster into ↵Melanie2012-12-171-3/+3
| |\ \ \ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | avination Conflicts: OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
| | * | | * Fix for Prim Locking. Prior to the merge, it was just a clone of the ↵teravus2012-12-151-4/+4
| | | | | | | | | | | | | | | | | | | | root part to each of the child parts.
| * | | | Fix locking objectsMelanie2012-12-161-1/+3
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| * | | Merge branch 'ubitwork' into avinationMelanie2012-12-1420-490/+979
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| | * | right fix this time ??UbitUmarov2012-12-131-1/+1
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| | * | fix the 'fix'UbitUmarov2012-12-131-2/+2
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| | * | fix coment out code not in useUbitUmarov2012-12-131-2/+2
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| | * | FIX small avatars movement on terrain. (avatar appearance getting evenUbitUmarov2012-12-132-5/+39
| | | | | | | | | | | | | | | | more messy)
| | * | add a Check method to flotsamAssetCache, so to check if a asset is inUbitUmarov2012-12-137-20/+151
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | cache without actually loading it. Make use limited use of it in avatarfactory textures check. Also on llclientview HandleAgentTextureCached that now should work. Other asset cache modules for now will return false, so are broken. baked textures logic still unchanged. *UNTESTED*