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* 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*
| | * | make ubitODE ignore X and Y rotation components on avatar rotationsUbitUmarov2012-12-111-14/+37
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| | * | changes on the fast speed avatars collider, collisions from above, etcUbitUmarov2012-12-111-62/+64
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| | * | Merge branch 'avination' into ubitworkUbitUmarov2012-12-111-1/+1
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| | * | | fix let other phys plugins work.. broken when added feetOffsetUbitUmarov2012-12-113-13/+8
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| | * | | missing files remove some warnings...UbitUmarov2012-12-113-4/+3
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| | * | | missing fileUbitUmarov2012-12-111-0/+9
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| | * | | a few more changes on avatar colliderUbitUmarov2012-12-112-299/+363
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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