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* * Implemented grab and throw in ODE. It's a little strong still so toss ↵Teravus Ovares2008-01-291-0/+17
| | | | gently at first to test the waters or you'll lose prim to the pit at the edge of the sim. Make sure the object is physical before trying to toss it or it'll just move to the new location.
* * Optimized usingslbsa712007-12-277-77/+82
| | | | | | | * shortened references * Removed redundant 'this' * Normalized EOF
* * Re-did the mass calculations in ODE for Prim Teravus Ovares2007-12-191-1/+24
| | | | | | | * Exposed the mass as a PhysicsActor read only property (so scripts can get at it - hint hint -) * Hollow and Path Cuts affect the prim mass (all Hollow Types are supported in this calculation (sphere,square,triangle)) * Prim no longer sink into the ground.
* Enabled the sit_ground animation. The sit state is not properly set, but it ↵Jeff Ames2007-12-131-7/+0
| | | | looks okay, and doesn't seem to break anything. Just move around to stand up.
* * Added some simstats to fill the simulator pane of the Statistics monitor.Teravus Ovares2007-12-121-2/+3
| | | | | * I stress, this is an initial implementation and the Agents(Child and Root) are definately obviously incorrect.
* added copyright noticesJeff Ames2007-12-111-0/+28
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* saved OpenSim source code from the giant rampaging unterminated copyright ↵Jeff Ames2007-12-105-8/+8
| | | | notice of doom
* keeping opensim safe for children -- made some namespace references less ↵Jeff Ames2007-12-041-1/+1
| | | | explicit
* * Fixed a whole bunch of console messages.Adam Frisby2007-12-041-4/+4
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* * Restaring the sim works fine in grid mode now. Sims announce themselves ↵Teravus Ovares2007-11-281-0/+17
| | | | | | | to their neighbors when they start up. Neighbors get this message and tell their agents that there's a new sim up. * Certain unrecoverable physics based crashes in ODE are now hooked up to the 'restart the sim' routine.
* *Huge* structural changes in ODE/OdePrim to get all of the calls in ↵Teravus Ovares2007-11-201-0/+4
| | | | | | | threadlocked code. ODEPrim was almost completely re-written. Copy/Space test needed.
* * ODE step two on the way to separate dynamic space allocation ( One more to ↵Teravus Ovares2007-11-161-0/+14
| | | | go )
* * Implemented Walk Vs Run in ODE. Also helps make the walk look smoother.Teravus Ovares2007-11-121-1/+6
| | | | | * All thanks to unimplemented packet listing :D
* * Added a lot of Glue to help with reporting proper collisions.Teravus Ovares2007-11-121-2/+85
| | | | | | | | | | * 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.
* set svn:eol-style, reset default configJeff Ames2007-11-121-74/+74
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* * Applied Gerhard's Meshing patch (Thanks! Gerhard)Teravus Ovares2007-11-122-0/+84
| | | | | | | | * Addition of Gerhard's ZeroMesher. * Addition of meshing OpenSim.ini parameter * Some modifications to the Meshmerizer * Meshmerizer set to default meshing plugin because ZeroMesher needs a memory locking fix. We'll switch it back after the memory locking issue is resolved.
* set svn:eol-styleJeff Ames2007-11-111-26/+26
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* * Moves the Meshmerizer to a separate pluginTeravus Ovares2007-11-103-14/+90
| | | | | | * Experimental. Linux Prebuild needs testing. * One more update after this to remove the ODEMeshing directory....
* * Added an internal throttle on ODE physics updatesTeravus Ovares2007-11-091-0/+7
| | | | | | * 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.
* * Fixed occasional character drift caused by sim not sending the avatar's ↵Teravus Ovares2007-11-081-1/+19
| | | | | | | | final resting velocity. * Added Smooth moving prim * Added event to PhysicsActor RequestPhysicsterseUpdate to allow physics plugins to be able to schedule a terse update.
* * Added Rotational Velocity reporting for Client Interpolation to Terse UpdatesTeravus Ovares2007-11-081-1/+8
| | | | | * Added Angular Velocity reporting for smooth-ish rotations on object collisions
* prim cuts in ODEdan miller2007-11-052-0/+64
| | | | | | | | Much thanks to Gerhard! Merged with Darok's recent changes re: physical prims
* Changes in BulletXPlugin: Added new class BulletXActor class inherits from ↵darok2007-11-032-3/+17
| | | | 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.
* * Diuerse beavtificatemslbsa712007-11-011-2/+3
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* Thank you Teravus, very much, for a 'jump', 'crouch' and 'inertia' patch for ↵Charles Krinke2007-10-311-1/+8
| | | | all three physics plugins.
* * Optimized usingslbsa712007-10-305-187/+119
| | | | | | * Shortened type references * Removed redundant 'this' qualifier
* as per the "Filesystem cleanup for OpenSim repository" mailing list thread. ↵MW2007-10-291-1/+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.
* * Return of R2162. /Take that SVN!/Adam Frisby2007-10-221-1/+1
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* revert r2162 as it completely clobbered all the work onSean Dague2007-10-221-1/+1
| | | | | | | the ChatModule by MW and myself. Couldn't find Adam online after that rev went in.
* * Major ass commit.Adam Frisby2007-10-221-1/+1
| | | | | | | * Sqlite Storage Engine now supports terrain -- however be aware that every terrain revision stored will at 512KB to your database file. At the moment it is storing every revision from the first. * Fixed an issue where by noverbose mode would display lots of useless junk. Noverbose mode is now quite usable. * Fixed a whole bunch of console message issues such as naming and categorisation
* applied Darok"s BulletXPlugin changes 003.patchdan miller2007-10-071-0/+13
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* Hollow prims (box only), thanks Gerard! Enjoydan miller2007-09-291-3/+11
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* mass update of urls in source code to new websiteSean Dague2007-09-105-5/+5
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* once more, without the debug statements (ODE multi-region fixes, various ↵dan miller2007-09-011-1/+1
| | | | debugging)
* Corrected the namespace in OpenSim.Region.Physics.Manager, so now namespace ↵MW2007-08-284-4/+4
| | | | should equal project and directory.
* Added RemovePrim method to the physics plugins interface.MW2007-08-231-0/+7
| | | | | | | | 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.
* Added danx0r's physics patch, although for now have disabled the lines in ↵MW2007-08-231-0/+1
| | | | Scene.cs, as any changes to prims (like size or position changes) are only updated to the physics engine when you restart opensim. Also prims aren't deleted from the physics engine. These shouldn't be hard to fix.
* More prep work for adding prims to ODE physicsBrian McBee2007-08-191-0/+18
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* starting to add bits and pieces to physics prims that we will eventually ↵Brian McBee2007-08-181-2/+3
| | | | need for collisions. not hooked in yet.
* * Reduced a significant number of compiler warnings (back down to 9 for all ↵Adam Frisby2007-07-241-2/+2
| | | | projects combined, all 'never used' things)
* * More cleaningAdam Frisby2007-07-191-0/+2
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* * working on RegionApplicationBaselbsa712007-07-161-2/+2
| | | | | * Renamed PhysicsManager to PhysicsPluginManager because it is.
* changed to native line ending encodingSean Dague2007-07-165-503/+503
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* * By popular demand, all generated build files are now deleted. Somebody ↵lbsa712007-07-082-159/+0
| | | | should make sure the wiki is updated.
* A bit more work on Building tools/support.MW2007-07-041-1/+1
| | | | | updated Axiom.MathLib.dll.
* * Optimized usings (the 'LL ate my scripts' commit)lbsa712007-07-035-25/+12
| | | | | * added some licensing info
* Applied Darok's PhysicsVector ToString patchMW2007-07-021-0/+5
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* * Fixed Issue #161 by using PhysicsScene.Null instead of BasePhysicsScenelbsa712007-07-022-38/+38
| | | | | | | * Hid NullPhysicsScene for great justice * Fixed broken Grid build
* Started change to having SceneObject and then that having child Primitives ↵MW2007-07-011-0/+8
| | | | which in turn have a Shape object (currently PrimitiveBaseShape). The plan is only for the SceneObject to interface with the physics engines. As a physics Entity should be able to have mulitple shapes connected to it.
* Imported the scripting changes, so now should be up to date with sugilite. MW2007-06-281-0/+47
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