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* Merge branch 'master' into careminsterMelanie2012-11-041-9/+12
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| * Prevent IMs being sent to prims when avies decline inventory offers from them.Diva Canto2012-11-041-9/+12
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* | Merge branch 'master' into careminsterMelanie2012-11-0422-843/+1620
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| * Add a method to query all registered script constants to allow non-XEngineMelanie2012-11-042-0/+18
| | | | | | | | script engines to use them.
| * BulletSim: update the DLLs and SOsRobert Adams2012-11-034-0/+0
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| * BulletSim: fix compound linkset crash by not freeing shape of child prims.Robert Adams2012-11-036-17/+25
| | | | | | | | | | Remove all compilation warnings (mostly 'protected' in sealed classes.) Add the dynamicAabbEnable parameter to creation of compound shapes.
| * BulletSim: search the mesh and hull lists to find shapes if type is not ↵Robert Adams2012-11-034-20/+96
| | | | | | | | known. This makes sure the correct accounting is done for the particular shape.
| * BulletSim: Move construction of compound linkset from ShapeCollectionRobert Adams2012-11-033-61/+120
| | | | | | | | | | | | | | into LinksetCompound where it should be. Create meshes for native shapes when part of a compound linkset because scale is currently per object and not per collision shape. Don't schedule a LinksetCompound refresh if just changing properties.
| * BulletSim: parameterize selection of linkset implementationRobert Adams2012-11-033-10/+24
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| * BulletSim: debugging of compound shape implementation of linksets.Robert Adams2012-11-0310-132/+274
| | | | | | | | | | | | | | | | | | Add compound shape creation and freeing in shape manager. Add optional taint-time execution method and update code to use it. Add API2 linkage for more compound shape methods (get num, get/remove by index, ...) Modify perferred shape return so linkset children can have differet shapes than root. Add Position and Orientation calls to linksets so children can be moved around by the linkset by its own calculation. Allows for very general linkset implementations.
| * BulletSim: Add RawPosition and RawOrientation to BSPhysObject and rename ↵Robert Adams2012-11-035-17/+39
| | | | | | | | MassRaw to RawMass. Fix BSShapeCollection to use Raw* for creating the body to eliminate exception from referencing the physical body before it has been created.
| * BulletSim: Remove use of shapeData in ShapeCollection and rely on the ↵Robert Adams2012-11-037-266/+256
| | | | | | | | available BSPhysObject varaiables. Fix line endings in BSLinksetCompound.
| * BulletSim: rename BSBody and BSShape to PhysBody and PhysShape. Add skeleton ↵Robert Adams2012-11-039-176/+328
| | | | | | | | of BSLinksetCompound.
| * BulletSim: vehicle tweeking.Robert Adams2012-11-033-93/+90
| | | | | | | | | | | | Add AddTorque() method to BSPrim. Remove some manual motor actions in computing angular force (will eventually be replaced with motor class). Remove some experimental changes.
| * BulletSim: remove center-of-mass setting for linksets because it causes the ↵Robert Adams2012-11-035-54/+33
| | | | | | | | constraint calculation to pull the objects together.
| * BulletSim: Use the PostTaints operation to build the linkset once before the ↵Robert Adams2012-11-032-124/+68
| | | | | | | | next simulation step. This eliminates the management of children vs taintChildren and simplifies the constratin creation code.
| * BulletSim: Add gravity force to vehicle. Some debugging additions.Robert Adams2012-11-031-2/+6
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| * BulletSim: fix problem with multiple linksets stepping on each other if they ↵Robert Adams2012-11-031-3/+4
| | | | | | | | are built at the same time.
| * BulletSim: add definitions for linkset collision maskRobert Adams2012-11-031-0/+3
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| * BulletSim: code rearrangementRobert Adams2012-11-032-8/+6
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| * BulletSim: Use Refresh/PostTaints to cause recomputing of constraint ↵Robert Adams2012-11-031-29/+36
| | | | | | | | variables before the simulation step. Update logging and messages to properly name LinksetConstraints. Use UpdatePhysicalMassProperties to put the whole linkset mass into all the physical linkset members so they have the inertia to move the whole linkset.
| * BulletSim: add post taint taints and post step taints. The post taints ↵Robert Adams2012-11-031-16/+122
| | | | | | | | operation is most useful and is used by linksets to build and rebuild only once before the simulation step.
| * BulletSim: remove unneeded parameter from Refresh().Robert Adams2012-11-031-1/+1
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| * BulletSim: centralize mass/inertia computation with ↵Robert Adams2012-11-033-18/+38
| | | | | | | | UpdatePhysicalMassProperties() function. Didn't add setMassRaw because assignment with side effect is dirty.
| * BulletSim: rename constraint classes so they show up together alphabetically.Robert Adams2012-11-033-6/+6
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| * BulletSim: many small changes for vehicles simulation.Robert Adams2012-11-031-31/+40
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| * BulletSim: add ForEachMember(action) call for linkset.Robert Adams2012-11-031-8/+28
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| * BulletSim: Add activations after vehicle properties change. Problem was the ↵Robert Adams2012-11-031-12/+62
| | | | | | | | vehicle was going to sleep while waiting for commands. Make AddAngularForce work the same way as AddForce -- accumulates values and pushes them once into Bullet.
| * BulletSim: correct spelling of Bullet call. It's 'swept' not 'sweep'.Robert Adams2012-11-033-3/+7
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| * BulletSim: Add banking and other new code to vechile dynamics. Add third ↵Robert Adams2012-11-0313-188/+351
| | | | | | | | party license and contributor in for for Aurora-Sim project for physics code.
| * HG Suitcase Inventory: if RootFolder type doesn't work, look for any folder ↵Diva Canto2012-11-031-0/+9
| | | | | | | | with parentID=UUID.Zero
* | Merge branch 'avination' into careminsterMelanie2012-11-0411-39/+72
|\ \ | | | | | | | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/Scene.cs
| * | Add a method to query all registered script constants to allow non-XEngineMelanie2012-11-042-0/+18
| | | | | | | | | | | | script engines to use them.
| * | Prevent a null client from crashing windlight.Melanie2012-11-031-0/+3
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| * | Squash reporting HelloNeighbor exception - it simply means the other simMelanie2012-11-021-4/+4
| | | | | | | | | | | | is down, no need for yellow ink.
| * | Merge branch 'ubitwork' into avinationMelanie2012-11-021-20/+14
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| | * | lock unique and uniqueReleased in same order when both locks are neededUbitUmarov2012-11-021-20/+14
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| | * | Merge branch 'avination' into ubitworkUbitUmarov2012-10-3010-32/+75
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| * | \ \ Merge branch 'ubitwork' into avinationMelanie2012-11-015-14/+33
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| | * | | revert last changeUbitUmarov2012-10-281-2/+1
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| | * | | fix ode timingUbitUmarov2012-10-281-1/+2
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| | * | | minor changeUbitUmarov2012-10-281-0/+1
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| | * | | test limit ode exec time by time not number of loops doneUbitUmarov2012-10-281-8/+13
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| | * | | more debugUbitUmarov2012-10-281-0/+2
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| | * | | remove pre physics build testingUbitUmarov2012-10-281-1/+1
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| | * | | Add some extra debug on scene closeUbitUmarov2012-10-281-1/+9
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| | * | | bug fixUbitUmarov2012-10-202-1/+3
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| | * | | UbitOde stop doing a copy of the asset data using just the reference toUbitUmarov2012-10-191-2/+3
| | | | | | | | | | | | | | | | | | | | it. It costs a lot of cpu and doesn't seem all that usefull.
| * | | | Add AnimState to CADUMelanie2012-10-301-0/+18
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| * | | | Make sure we're not accessing a physics scene if we're not in one yet.Melanie2012-10-301-1/+1
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