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path: root/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs (follow)
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* Merge branch 'master' into bigmergeMelanie2011-11-051-0/+3
|\ | | | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/ScenePresence.cs
| * Add comment for experimental effect of removing the Thread.Sleep(20) in ↵Justin Clark-Casey (justincc)2011-11-041-0/+3
| | | | | | | | ODEPrim.changevelocity()
* | Merge branch 'master' into bigmergeMelanie2011-10-271-1/+22
|\ \ | |/ | | | | | | | | | | | | | | Conflicts: OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
| * Fix a bug I introduced yesterday in ODE physics where prim scripts would ↵Justin Clark-Casey (justincc)2011-10-271-1/+22
| | | | | | | | only receive the very first collision.
* | Merge branch 'master' into bigmergeMelanie2011-10-261-14/+4
|\ \ | |/ | | | | | | Conflicts: OpenSim/Framework/Watchdog.cs
| * Remove unused fields from CollisionEventUpdateJustin Clark-Casey (justincc)2011-10-251-1/+1
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| * When sending object collision updates, don't null out and recreate the ↵Justin Clark-Casey (justincc)2011-10-251-13/+3
| | | | | | | | CollisionEventUpdate() if the number of collisions falls to zero. Reuse the existing one instead.
* | Merge commit 'f10a824e47549806c1fa647c4e9fba4c8cf6ad13' into bigmergeMelanie2011-10-251-18/+13
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| * Remove unnecessary lock of OdeLock in OdePrim.changeadd()Justin Clark-Casey (justincc)2011-10-181-18/+13
| | | | | | | | This taint can only ever be processed from the OdeScene.Simulate() loop, which already locks OdeLock.
* | Merge commit '5515c45e3b42497f64f8e5846697471b1de952c5' into bigmergeMelanie2011-10-251-0/+2
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| * minor: method doc to explain a lock of OdeLockJustin Clark-Casey (justincc)2011-10-181-0/+2
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* | Merge commit '71d221cdc090cdedf371ead534421bb7074908cd' into bigmergeMelanie2011-10-251-9/+4
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| * Remove the unused CollisionLocker from ODEJustin Clark-Casey (justincc)2011-10-181-9/+4
| | | | | | | | Despite its name, this wasn't actually being used in any collision checking
* | Merge commit '9cc2694776e261868138c325a82ce5481c2908ec' into bigmergeMelanie2011-10-251-19/+17
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| * restrict unnecessary access levels on ODEPrim fields/propertiesJustin Clark-Casey (justincc)2011-10-151-19/+17
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* | Merge commit 'f2132329a358db2c66c29501d35ef54eae8d6eed' into bigmergeMelanie2011-10-251-76/+114
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| * refactor: make methods that do not need to be public in ODE private or ↵Justin Clark-Casey (justincc)2011-10-151-76/+114
| | | | | | | | internal to aid code reading/analysis. Remove some unused method arguments
* | Merge commit '1e798136c3458b8255fcb6341713bf9dbb689f4b' into bigmergeMelanie2011-10-111-2/+2
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| * adjust some whitespace to trigger another build, to check the last failure ↵Justin Clark-Casey (justincc)2011-09-171-2/+2
| | | | | | | | was just a glitch
* | Resolve merge commits, stage 1Tom2011-09-041-152/+151
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| * Move common gemo/agent map name code into CreateGeom()Justin Clark-Casey (justincc)2011-08-011-11/+5
| | | | | | | | Fix build break.
| * Instead of preserving old name in geom_name_map in change size or shape, use ↵Justin Clark-Casey (justincc)2011-08-011-7/+3
| | | | | | | | | | | | the Name property instead. This is equivalent since the prim 'name' is never changed. In fact, this propery is never used for prims
| * On geom removal, remove the name from the OdeScene.geom_name_map tooJustin Clark-Casey (justincc)2011-08-011-0/+1
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| * remove the unused ODEPrim.prev_geom fieldJustin Clark-Casey (justincc)2011-08-011-3/+0
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| * When an ODE geom is removed (as when a non-phantom prim is deleted, resized ↵Justin Clark-Casey (justincc)2011-08-011-0/+2
| | | | | | | | | | | | or shape changed, also remove the OdeScene.actor_name_map entry pointing to the phys actor This is to stop a small memory leak over time when prims are deleted or phantom-toggled
| * refactor: centralize prim geom removal code from four places to oneJustin Clark-Casey (justincc)2011-08-011-26/+37
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| * minor: add note to RemovePrimThreadLocked() to the effect that it contrary ↵Justin Clark-Casey (justincc)2011-08-011-1/+1
| | | | | | | | to the summary, it is being called from within Simulate() lock (OdeLock)
| * If a prim changes size or shape, add actor to _parent_scene.actor_name_map ↵Justin Clark-Casey (justincc)2011-08-011-1/+4
| | | | | | | | | | | | | | | | with new prim_geom key, as the old one becomes invalid. This resolves http://opensimulator.org/mantis/view.php?id=5603 where changing size or shape would stop collision_start being fired in a running script. In both this and existing code we are not removing old actors from actor_name_map when the existing prim_geom is removed, which leads to a small memory leak over time. This needs to be fixed.
| * Remove _mesh field since the mesh data no longer needs to be stored after ↵Justin Clark-Casey (justincc)2011-07-311-49/+16
| | | | | | | | | | | | it's initially used. This may improve memory usage for regions using mesh and sculpts, though I suspect that it doesn't address the current memory leak.
| * refactor: Remove argument to pass in an initial mesh to OdePrim since this ↵Justin Clark-Casey (justincc)2011-07-311-2/+1
| | | | | | | | | | | | is no longer required and it prevents removal of the _mesh field (which is only used temporarily) If passing in a mesh becomes important again in the future then this can be reinstated.
| * minor: correct method doc for last commitJustin Clark-Casey (justincc)2011-07-311-1/+1
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| * refactor: rename CreateGeom _mesh argument to mesh, so as to not confuse ↵Justin Clark-Casey (justincc)2011-07-311-3/+3
| | | | | | | | this with the pre-existing _mesh field
| * minor: method docJustin Clark-Casey (justincc)2011-07-311-3/+20
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| * Refactor: Replace instances of m_isphysical with IsPhysical rather than have ↵Justin Clark-Casey (justincc)2011-07-301-33/+40
| | | | | | | | | | | | some code reference the private var and other the public var without any functionality difference. Add some method doc to IsPhysical
| * refactor: Rename ODEPrim.ParentPrim() to AddChildPrim() for code readabilityJustin Clark-Casey (justincc)2011-07-301-11/+14
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| * minor: remove mono compiler warnings, some code spacing adjustmentsJustin Clark-Casey (justincc)2011-07-301-1/+1
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| * minor: Add method doc to collision subscription methods. Change method case ↵Justin Clark-Casey (justincc)2011-07-301-2/+2
| | | | | | | | to reflect OpenSim standards.
| * Fix physics proxy regeneration when a mesh with more than one submesh is resizedJustin Clark-Casey (justincc)2011-07-161-0/+1
| | | | | | | | Addresses http://opensimulator.org/mantis/view.php?id=5584
| * minor: remove whitespace to trigger another buildJustin Clark-Casey (justincc)2011-07-121-1/+0
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| * When a mesh object is added to a scene, delay adding the physics actor until ↵Justin Clark-Casey (justincc)2011-07-121-10/+11
| | | | | | | | | | | | the sculpt data has been added to the shape (possibly via an async asset service request) This prevents spurious 'no asset data' for meshes added on startup.
| * When a sculpt/mesh texture is received by a part on a callback request, ↵Justin Clark-Casey (justincc)2011-07-111-1/+2
| | | | | | | | | | | | | | don't do the unnecessary work of copying the base shape. Just setting the new base shape is enough to reinsert the sculpt data and set the taint. Also cleans up a few more left-in debugging messages.
| * comment out accidential ProcessTaints physics debug line left in codeJustin Clark-Casey (justincc)2011-07-111-1/+1
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* | Merge branch 'master' into careminster-presence-refactorroot2011-07-091-61/+47
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| * minor: code tidy and inserted log lines for future use.Justin Clark-Casey (justincc)2011-07-091-18/+34
| | | | | | | | | | | | | | | | Unable to get to the bottom of why resizing a mesh fails to properly reset the physics proxy, when toggling phantom does After a mesh is generated, the existing sculptdata is set to zero in PrimitiveBaseShape to save memory When phantom is toggled, the sculptdata is regenerated before remeshing. But on resize, the sculptdata is not regenerated. So clearly, resetting sculptdata is possible, but haven't quite been able to pin down how this is being done when phantom is toggled.
| * minor: code tidy up - remove a couple of Console.WriteLine() accidentally ↵Justin Clark-Casey (justincc)2011-07-081-47/+15
| | | | | | | | added in the last commit
| * minor: commented out log lines for future use and very small code tidyJustin Clark-Casey (justincc)2011-07-081-4/+6
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* | Merge branch 'master' into careminster-presence-refactorMelanie2010-10-061-4/+4
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| * Formatting cleanup.Jeff Ames2010-10-041-4/+4
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* | Merge branch 'master' into careminster-presence-refactorMelanie2010-10-021-2/+2
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| * Replace CalculateMass with a more accurate version, contributed by Ubit.Melanie2010-10-021-234/+219
| | | | | | | | Thank you.