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| | * | | typo fixUbitUmarov2012-12-101-2/+3
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| | * | | add velocityinterpolator packets handling but actually do nothing, sinceUbitUmarov2012-12-091-1/+27
| | | | | | | | | | | | | | | | | | | | they don't do what i was looking for.
| | * | | add some default size setting and checksUbitUmarov2012-12-073-4/+28
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| | * | | revert the use of avatar skeleton and use avatar size provided by viewers,UbitUmarov2012-12-078-313/+62
| | | | | | | | | | | | | | | | | | | | since at least for now seems good enought
| | * | | create a new ode character also with the new informationUbitUmarov2012-12-074-5/+26
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| | * | | calculate avatar size on tpsUbitUmarov2012-12-071-2/+3
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| | * | | *TEST* Use new avatar size in ubitODE.UbitUmarov2012-12-076-6/+68
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| | * | | fix regressionUbitUmarov2012-12-071-2/+2
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| | * | | *TEST* add some avatar skeleton information and use it to calculate avatarUbitUmarov2012-12-073-4/+336
| | | | | | | | | | | | | | | | | | | | height and bounding box. Change LSL acording.
| | * | | avatar collision plane send to viewer is only relative to feet. changeUbitUmarov2012-12-054-105/+85
| | | | | | | | | | | | | | | | | | | | avatar collider, just rounding the boxes, etc
| | * | | move characters (avatars) to own collision space, also fixing a problemUbitUmarov2012-12-043-14/+47
| | | | | | | | | | | | | | | | | | | | with previus code that was still assuming the avatar is g2
| | * | | raise standing avatar a bit to reduce knees bending on some collisions.UbitUmarov2012-12-041-4/+4
| | | | | | | | | | | | | | | | | | | | reduce head size a bit
| | * | | Merge branch 'avination' into ubitworkMelanie2012-12-037-108/+384
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| | * \ \ \ Merge branch 'avination' into ubitworkUbitUmarov2012-12-011-0/+3
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| | * | | | | don't zero constant force and torque in selectionUbitUmarov2012-11-241-6/+6
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| | * | | | | avoid potencial NullReferenceExceptionUbitUmarov2012-11-241-2/+5
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| * | | | | | Prevent a failed user relogi from throwing exceptions in poll servicesMelanie2012-12-142-2/+2
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| * | | | | Check database for root prim IDs only to try and get a handle on prim lossMelanie2012-12-091-1/+1
| | |_|/ / | |/| | | | | | | | | | | | | once and for all.
| * | | | *TEST* diferent avatar colliderUbitUmarov2012-12-033-103/+350
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| * | | | fix vertex rounding directionUbitUmarov2012-12-031-1/+8
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| * | | | *TEST* reduce all mesh vertices resolution to 1e-5. This reduces numberUbitUmarov2012-12-031-0/+16
| | | | | | | | | | | | | | | | | | | | of unique vertices only originated by math errors in PrimMesher
| * | | | adjust avatar standing Z positionUbitUmarov2012-12-031-5/+11
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| * | | | Add a transaction ID to the money module path for llTransferLindenDollarsMelanie2012-12-033-4/+4
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* | | | Merge branch 'master' into careminsterMelanie2012-12-188-41/+61
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| * | | 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.
* | | | Merge branch 'master' into careminsterMelanie2012-12-1812-129/+215
|\ \ \ \ | |/ / / | | | | | | | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
| * | | 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.
* | | | Merge branch 'master' into careminsterMelanie2012-12-1636-507/+1125
|\ \ \ \ | |/ / / | | | | | | | | | | | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/SceneObjectPart.cs OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
| * | | 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