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2007-11-16fixed some AssemblyInfo filesJeff Ames1-2/+2
2007-11-12* Implemented Walk Vs Run in ODE. Also helps make the walk look smoother.Teravus Ovares1-0/+5
* All thanks to unimplemented packet listing :D
2007-11-12* Added a lot of Glue to help with reporting proper collisions.Teravus Ovares1-1/+15
* ODE - Fixed the iscolliding property to report a static true when colliding. * Added reporting of collisions to call UpdateMovementAnimations * Added Jump - air animation (with arms outstretched). * Added Fall Animations * ODE - Added a small amount of X, Y motion control while jumping or Falling * ODE - Avatar movement animations are still a bit odd sometimes, and had to get this up there.
2007-11-10* Moves the Meshmerizer to a separate pluginTeravus Ovares1-1/+6
* Experimental. Linux Prebuild needs testing. * One more update after this to remove the ODEMeshing directory....
2007-11-09* Added an internal throttle on ODE physics updatesTeravus Ovares1-1/+5
* Added a ThrottleUpdates member to PhysicsActor to expose 'throttle' ability to the Scene. * Updated the ode.dll file with a fix to invalid data passed to ODE's heightfield collision calculator.
2007-11-08* Added Rotational Velocity reporting for Client Interpolation to Terse UpdatesTeravus Ovares1-1/+6
* Added Angular Velocity reporting for smooth-ish rotations on object collisions
2007-11-05prim cuts in ODEdan miller1-0/+8
Much thanks to Gerhard! Merged with Darok's recent changes re: physical prims
2007-11-03Changes in BulletXPlugin: Added new class BulletXActor class inherits from ↵darok1-1/+12
PhysicsActor and it's the ancestor for BulletXCharacter and BulletXPrim.Physical modifications: Changes for pass the value of Physical flag in the SceneObjectPart class to the Physics engines. New call for AddPrimShape so it has a new parameter called "isPhysical". The old call will be obselete soon (i believe). PhysActor and its descendants have a new property called IsPhysical. By the way no new special funcionallity added. It's more like preparing the way for new modifications.
2007-11-01* Diuerse beavtificatemslbsa711-1/+1
2007-10-31Thank you Teravus, very much, for a 'jump', 'crouch' and 'inertia' patch for ↵Charles Krinke1-1/+8
all three physics plugins.
2007-10-30* Optimized usingslbsa712-87/+41
* Shortened type references * Removed redundant 'this' qualifier
2007-10-29as per the "Filesystem cleanup for OpenSim repository" mailing list thread. ↵MW1-1/+1
Have flattened the OpenSim.Framework project/namespace. The problem is that the namespace is still wrong as its "OpenSim.Framework" while the directory is "OpenSim\Framework\General" , so we need to decide if we change the directory or correct the namespace. Note this has lead to a big flat project, but I think a lot of the files we most likely don't even use any longer. And others belong in other projects/namespaces anyway.
2007-09-29Hollow prims (box only), thanks Gerard! Enjoydan miller1-1/+9
2007-09-12I think 1.0f makes a better offset than 1.2f for basic physics (less floating,Sean Dague1-1/+1
not too much crouching). I think that we'll have to rethink what the terrain resolution is down the road, as we don't really have enough sample data to actually get people placed right on the land.
2007-09-10mass update of urls in source code to new websiteSean Dague2-2/+2
2007-08-28Corrected the namespace in OpenSim.Region.Physics.Manager, so now namespace ↵MW1-1/+1
should equal project and directory.
2007-08-23Added RemovePrim method to the physics plugins interface.MW1-0/+5
Implemented that method in ODE plugin. Hooked it up so when deleting/taking prims into your inventory they will be removed from physics engine. Enabled the other physics hook ups in Scene.cs (and also added registering prims with physics plugin when they are rezzed from Inventory.) So now to get the avatar to prim collision testing working, just change to use the ODE plugin (in the OpenSim.ini file, physics = OpenDynamicsEngine). Remember though ODE only really works (without problems) when running with a single region.
2007-08-19More prep work for adding prims to ODE physicsBrian McBee1-0/+11
2007-08-18starting to add bits and pieces to physics prims that we will eventually ↵Brian McBee1-1/+1
need for collisions. not hooked in yet.
2007-08-03OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs, ↵Brian McBee1-5/+5
OpenSim/Region/Environment/Scenes/ScenePresence.cs Fix for array out-of-bounds error in basicphysics.
2007-07-29Deleting objects should now work. But beware they aren't send to your trash ↵MW1-192/+194
folder or anything so there is at the moment no way to recover deleted objects.
2007-07-29* Applying issue#230 - Avatar stuck at region edge (Thanks Babblefrog!)Adam Frisby1-34/+28
* Fix for issue #237 - Sim startup cannot read a terrain file (Reported by CutterRubio)
2007-07-16* Massive restructuring of RegionApplicationBase, OpenSimMain and SimpleApplbsa711-31/+0
2007-07-16changed to native line ending encodingSean Dague2-357/+357
2007-07-08* By popular demand, all generated build files are now deleted. Somebody ↵lbsa712-135/+0
should make sure the wiki is updated.
2007-07-04A bit more work on Building tools/support.MW1-1/+1
updated Axiom.MathLib.dll.
2007-07-03* Optimized usings (the 'LL ate my scripts' commit)lbsa712-5/+3
* added some licensing info
2007-06-29* Applying Danx0r's BasicPhysics update.Adam Frisby1-16/+23
2007-06-28Imported the scripting changes, so now should be up to date with sugilite. MW1-0/+42
2007-06-27*Updated prebuild.xml and ran prebuild againmingchen1-12/+0
*Removed .user, .suo, and unneccessary files in /bin/Physics/ *OpenSim.sln should compile with nant and on windows now