From 65c131c4a362bed347a6240184ce40b9ddeaaae1 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Mon, 22 Oct 2012 08:23:21 -0700 Subject: BulletSim: remove trailing spaces to make git happy. --- OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSScene.cs') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index 6621d39..233f1ca 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs @@ -320,7 +320,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters { m_log.Debug("[BULLETS UNMANAGED]:" + msg); } - + // Called directly from unmanaged code so don't do much private void BulletLoggerPhysLog(string msg) { @@ -545,7 +545,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters } // This is a kludge to get avatar movement updates. - // The simulator expects collisions for avatars even if there are have been no collisions. + // The simulator expects collisions for avatars even if there are have been no collisions. // The event updates avatar animations and stuff. // If you fix avatar animation updates, remove this overhead and let normal collision processing happen. foreach (BSPhysObject bsp in m_avatars) -- cgit v1.1 From 14eeb8b31b865f7b1927703028b03b6f61693cb6 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Mon, 22 Oct 2012 16:33:21 -0700 Subject: BulletSim: fix bug that caused error (and a crash on 32 bit Linux) when mesh assets weren't already in the cache. Comment cleanups. --- OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 1 + 1 file changed, 1 insertion(+) (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSScene.cs') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index 233f1ca..48ee6f6 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs @@ -716,6 +716,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters } catch (Exception e) { + DetailLog("{0},BSScene.ProcessTaints,doTaintException,id={1}", DetailLogZero, oneCallback.ident); // DEBUG DEBUG DEBUG m_log.ErrorFormat("{0}: ProcessTaints: {1}: Exception: {2}", LogHeader, oneCallback.ident, e); } } -- cgit v1.1 From 36bfd3667c44f7cd4e66e880c45c34903ed34842 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Mon, 22 Oct 2012 22:22:48 -0700 Subject: BulletSim: remove chatty debug message. --- OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSScene.cs') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index 48ee6f6..e686f2f 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs @@ -1334,7 +1334,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters // Add the Flush() if debugging crashes to get all the messages written out. // PhysicsLogging.Flush(); } - // used to fill in the LocalID when there isn't one + // Used to fill in the LocalID when there isn't one. It's the correct number of characters. public const string DetailLogZero = "0000000000"; } -- cgit v1.1 From b6fc5bad000e7e7af992e7f29eeb2de9f716fcc4 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Tue, 23 Oct 2012 17:30:43 -0700 Subject: BulletSim: fix problem with avatars sinking into the ground. Change terrain activation state to DISABLE_SIMULATION for better performance. --- OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSScene.cs') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index e686f2f..db0c99e 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs @@ -692,7 +692,6 @@ public class BSScene : PhysicsScene, IPhysicsParameters { if (_taintedObjects.Count > 0) // save allocating new list if there is nothing to process { - // swizzle a new list into the list location so we can process what's there int taintCount = m_taintsToProcessPerStep; TaintCallbackEntry oneCallback = new TaintCallbackEntry(); while (_taintedObjects.Count > 0 && taintCount-- > 0) @@ -711,7 +710,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters { try { - DetailLog("{0},BSScene.ProcessTaints,doTaint,id={1}", DetailLogZero, oneCallback.ident); // DEBUG DEBUG DEBUG + DetailLog("{0},BSScene.ProcessTaints,doTaint,id={1}", DetailLogZero, oneCallback.ident); oneCallback.callback(); } catch (Exception e) -- cgit v1.1