Commit message (Collapse) | Author | Age | Files | Lines | |
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* | Comment out spurious Body != IntPtr.Zero code after disableBody(), since ↵ | Justin Clark-Casey (justincc) | 2012-04-21 | 1 | -9/+18 |
| | | | | disableBody() sets Body == IntPtr.Zero on all code paths. | ||||
* | refactor: Simplify ODEPrim.AddChildPrim() by returning early where appropriate. | Justin Clark-Casey (justincc) | 2012-04-21 | 1 | -115/+117 |
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* | Remove redundant prim_geom != IntPtr.Zero checks in ODEPrim. | Justin Clark-Casey (justincc) | 2012-04-21 | 1 | -116/+88 |
| | | | | | | prim_geom == IntPtr.Zero only before a new add prim taint is processed (which is the first taint) or in operations such as scale change which are done in taint or under lock. Therefore, we can remove these checks which were not consistently applied anyway. If there is a genuine problem, better to see it quickly in a NullReferenceException than hide the bug. | ||||
* | If a physical prim is manually moved (e.g. by a user) then set the geometry ↵ | Justin Clark-Casey (justincc) | 2012-04-20 | 1 | -12/+10 |
| | | | | | | | position as well as the body position This is necessary to stop the moved prim snapping back to the original position on deselection if moved only once This resolves http://opensimulator.org/mantis/view.php?id=5966 | ||||
* | Fix crash where two scene loop threads could changes m_MeshToTriMeshMap at ↵ | Justin Clark-Casey (justincc) | 2012-03-20 | 1 | -10/+16 |
| | | | | | | the same time. Have to lock m_MeshToTriMeshMap as property is static and with more than one region two scene loops could try to manipulate at the same time. | ||||
* | Stop spurious scene loop startup timeout alarms for scenes with many prims. | Justin Clark-Casey (justincc) | 2012-02-24 | 1 | -0/+2 |
| | | | | | | | | On the first frame, all startup scene objects are added to the physics scene. This can cause a considerable delay, so we don't start raising the alarm on scene loop timeouts until the second frame. This commit also slightly changes the behaviour of timeout reporting. Previously, a report was made for the very first timed out thread, ignoring all others until the next watchdog check. Instead, we now report every timed out thread, though we still only do this once no matter how long the timeout. | ||||
* | Remove unused SetAcceleration and add set on Acceleration parameter | Dan Lake | 2011-12-20 | 1 | -0/+1 |
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* | slightly simplify OdeScene.Simulate() by removing bool processtaints, since ↵ | Justin Clark-Casey (justincc) | 2011-11-22 | 1 | -1/+0 |
| | | | | | | we can inspect count of taint lists instead. also groups OdeCharacter.CreateOdeStructures() and DestroyOdeStructures() together | ||||
* | Comment out calls to OdeScene.waitForSpaceUnlock() since that method does ↵ | Justin Clark-Casey (justincc) | 2011-11-21 | 1 | -9/+9 |
| | | | | nothing right now | ||||
* | Have ODECharacter and ODEPrim both use PhysicsActor.Name instead of ↵ | Justin Clark-Casey (justincc) | 2011-11-21 | 1 | -1/+0 |
| | | | | maintaining their own properties | ||||
* | Stop OdePrim and OdeCharacter insanely overriding set LocalID to set their ↵ | Justin Clark-Casey (justincc) | 2011-11-16 | 1 | -10/+1 |
| | | | | | | | own private m_localID property but leaving get to return the then unset PhysicsActor.LocalId! Instead, just have both subclasses use the PhysicsActor.LocalID property. This restores collision functionality that fell away in 45c7789 yesterday | ||||
* | Add comment for experimental effect of removing the Thread.Sleep(20) in ↵ | Justin Clark-Casey (justincc) | 2011-11-04 | 1 | -0/+3 |
| | | | | ODEPrim.changevelocity() | ||||
* | Fix a bug I introduced yesterday in ODE physics where prim scripts would ↵ | Justin Clark-Casey (justincc) | 2011-10-27 | 1 | -1/+22 |
| | | | | only receive the very first collision. | ||||
* | Remove unused fields from CollisionEventUpdate | Justin Clark-Casey (justincc) | 2011-10-25 | 1 | -1/+1 |
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* | When sending object collision updates, don't null out and recreate the ↵ | Justin Clark-Casey (justincc) | 2011-10-25 | 1 | -13/+3 |
| | | | | CollisionEventUpdate() if the number of collisions falls to zero. Reuse the existing one instead. | ||||
* | Remove unnecessary lock of OdeLock in OdePrim.changeadd() | Justin Clark-Casey (justincc) | 2011-10-18 | 1 | -18/+13 |
| | | | | This taint can only ever be processed from the OdeScene.Simulate() loop, which already locks OdeLock. | ||||
* | minor: method doc to explain a lock of OdeLock | Justin Clark-Casey (justincc) | 2011-10-18 | 1 | -0/+2 |
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* | Remove the unused CollisionLocker from ODE | Justin Clark-Casey (justincc) | 2011-10-18 | 1 | -9/+4 |
| | | | | Despite its name, this wasn't actually being used in any collision checking | ||||
* | restrict unnecessary access levels on ODEPrim fields/properties | Justin Clark-Casey (justincc) | 2011-10-15 | 1 | -19/+17 |
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* | refactor: make methods that do not need to be public in ODE private or ↵ | Justin Clark-Casey (justincc) | 2011-10-15 | 1 | -76/+114 |
| | | | | internal to aid code reading/analysis. Remove some unused method arguments | ||||
* | adjust some whitespace to trigger another build, to check the last failure ↵ | Justin Clark-Casey (justincc) | 2011-09-17 | 1 | -2/+2 |
| | | | | was just a glitch | ||||
* | Move common gemo/agent map name code into CreateGeom() | Justin Clark-Casey (justincc) | 2011-08-01 | 1 | -11/+5 |
| | | | | Fix build break. | ||||
* | Instead of preserving old name in geom_name_map in change size or shape, use ↵ | Justin Clark-Casey (justincc) | 2011-08-01 | 1 | -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 too | Justin Clark-Casey (justincc) | 2011-08-01 | 1 | -0/+1 |
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* | remove the unused ODEPrim.prev_geom field | Justin Clark-Casey (justincc) | 2011-08-01 | 1 | -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) | 2011-08-01 | 1 | -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 one | Justin Clark-Casey (justincc) | 2011-08-01 | 1 | -26/+37 |
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* | minor: add note to RemovePrimThreadLocked() to the effect that it contrary ↵ | Justin Clark-Casey (justincc) | 2011-08-01 | 1 | -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) | 2011-08-01 | 1 | -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) | 2011-07-31 | 1 | -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) | 2011-07-31 | 1 | -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 commit | Justin Clark-Casey (justincc) | 2011-07-31 | 1 | -1/+1 |
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* | refactor: rename CreateGeom _mesh argument to mesh, so as to not confuse ↵ | Justin Clark-Casey (justincc) | 2011-07-31 | 1 | -3/+3 |
| | | | | this with the pre-existing _mesh field | ||||
* | minor: method doc | Justin Clark-Casey (justincc) | 2011-07-31 | 1 | -3/+20 |
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* | Refactor: Replace instances of m_isphysical with IsPhysical rather than have ↵ | Justin Clark-Casey (justincc) | 2011-07-30 | 1 | -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 readability | Justin Clark-Casey (justincc) | 2011-07-30 | 1 | -11/+14 |
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* | minor: remove mono compiler warnings, some code spacing adjustments | Justin Clark-Casey (justincc) | 2011-07-30 | 1 | -1/+1 |
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* | minor: Add method doc to collision subscription methods. Change method case ↵ | Justin Clark-Casey (justincc) | 2011-07-30 | 1 | -2/+2 |
| | | | | to reflect OpenSim standards. | ||||
* | Fix physics proxy regeneration when a mesh with more than one submesh is resized | Justin Clark-Casey (justincc) | 2011-07-16 | 1 | -0/+1 |
| | | | | Addresses http://opensimulator.org/mantis/view.php?id=5584 | ||||
* | minor: remove whitespace to trigger another build | Justin Clark-Casey (justincc) | 2011-07-12 | 1 | -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) | 2011-07-12 | 1 | -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) | 2011-07-11 | 1 | -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 code | Justin Clark-Casey (justincc) | 2011-07-11 | 1 | -1/+1 |
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* | minor: code tidy and inserted log lines for future use. | Justin Clark-Casey (justincc) | 2011-07-09 | 1 | -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) | 2011-07-08 | 1 | -47/+15 |
| | | | | added in the last commit | ||||
* | minor: commented out log lines for future use and very small code tidy | Justin Clark-Casey (justincc) | 2011-07-08 | 1 | -4/+6 |
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* | Formatting cleanup. | Jeff Ames | 2010-10-04 | 1 | -4/+4 |
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* | Replace CalculateMass with a more accurate version, contributed by Ubit. | Melanie | 2010-10-02 | 1 | -234/+219 |
| | | | | Thank you. | ||||
* | Add prim name to OdePrim Error and Warning messages. | Justin Clark-Casey (justincc) | 2010-09-25 | 1 | -42/+45 |
| | | | | This aims to make it easier to identify and remove rogue prims that are causing ODE to fall over. | ||||
* | minor: remove some mono compiler warnings | Justin Clark-Casey (justincc) | 2010-06-25 | 1 | -13/+13 |
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