aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs (unfollow)
Commit message (Collapse)AuthorFilesLines
2007-11-09* Moved BulletX off of the 'constant terse update' method. It now only ↵Teravus Ovares1-4/+11
sends terse updates when needed. * Removed the 'constant poll method' from SceneObjectPart.cs - It was bad :P * Updated some Masses in ODE to help large prim slow down by friction easier.
2007-11-08* Stopped printing the prim's X cordinate difference from the last movement ↵Teravus Ovares1-1/+1
on the Console.
2007-11-08* Fixed occasional character drift caused by sim not sending the avatar's ↵Teravus Ovares1-15/+78
final resting velocity. * Added Smooth moving prim * Added event to PhysicsActor RequestPhysicsterseUpdate to allow physics plugins to be able to schedule a terse update.
2007-11-08* Added Rotational Velocity reporting for Client Interpolation to Terse UpdatesTeravus Ovares1-10/+44
* Added Angular Velocity reporting for smooth-ish rotations on object collisions
2007-11-06* fix for Bug 563Teravus Ovares1-1/+4
* fix for ODE geoms not getting disposed of properly when resizing.
2007-11-05physical prims dan miller1-75/+452
2007-11-05prim cuts in ODEdan miller1-26/+95
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/+18
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.
2007-10-31made illogical bitwise operations logicalJeff Ames1-3/+3
2007-10-31Thank you Teravus, very much, for a 'jump', 'crouch' and 'inertia' patch for ↵Charles Krinke1-34/+98
all three physics plugins.
2007-10-30temporary fix for sitting collisions in ODEJeff Ames1-1/+1
2007-10-30* Optimized usingslbsa711-171/+103
* 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.
2007-10-29should help with ODE bounce on region crossdan miller1-8/+18
2007-10-17this might help with ODE errors. Or maybe not. YMMVdan miller1-1/+1
2007-10-13Asset server implementation. Again one of these "plumbing" releases, where ↵Tleiades Hax1-1/+0
no real functionality has been introduced, but ground work has been made, enabling the asset server, and preparing the sim server to query the asset server. Introduced an "IPlugin" interface, which plugins can inherit from.
2007-10-11fixes for nebadon"s terrain bugs; includes patched 0.9 ode.dll, libode.sodan miller1-4/+49
2007-10-03Droppin da fyzyx bomb on yadan miller1-41/+89
seriously, this is quite the update. Fixes a number of nagging physics problems, including avatar shell size/shape The internal logic is quite different, and CPU usage may be affected. Also some work remains wrt flying. Please test this rev out before you deploy widely
2007-10-01removed debug statementsdan miller1-3/+1
2007-10-01fixing odeplugin debug bugdan miller1-1/+0
2007-10-01this should fix mantis 452 and related -- hollow prims work in Linux! (I hope)dan miller1-1/+2
2007-09-29Hollow prims (box only), thanks Gerard! Enjoydan miller1-11/+176
2007-09-21physics-related fixes; should stabilize border crossingsdan miller1-3/+11
2007-09-18RemoveAvatar called from scene.cs; implemented in ODE. Still issues with ↵dan miller1-1/+4
multi-region; see bug 410
2007-09-13ODE: no more slippin' & slidin'dan miller1-4/+24
2007-09-10mass update of urls in source code to new websiteSean Dague1-1/+1
2007-09-09ODE fix: avatar/avatar collision enabled. Needs client update fix to be ↵dan miller1-0/+4
seen correctly. In the right repository this time..
2007-09-01ODE bugfix: multiple avatars now supported properlydan miller1-1/+1
2007-09-01once more, without the debug statements (ODE multi-region fixes, various ↵dan miller1-1/+0
debugging)
2007-09-01umm, nevermind all that -- this is the real ODE region fix. I'll get ↵dan miller1-22/+33
subversion someday
2007-08-30danx0r (first checkin!) fixes OdePlugin.cs RemovePrim() lock bugdan miller1-4/+7
2007-08-28Applied danx0r's ODE patch [mantis number 340].MW1-86/+102
Corrected a few out dated things in the ExtensionsScriptModule.
2007-08-28Corrected the namespace in OpenSim.Region.Physics.Manager, so now namespace ↵MW1-1/+1
should equal project and directory.
2007-08-26Danxors patch for >30prims with ODETedd Hansen1-8/+4
2007-08-23Added RemovePrim method to the physics plugins interface.MW1-1/+10
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.
2007-08-23Implemented Resize Method in OdePrim.MW1-3/+7
attached the links to that from SceneObject, so now resizing works (as much as resizing currently works in opensim, fixing resizing in general is on my todo list for today). Rotation of a root prim also now updates the physics engine. So think there really is only deleteprim left, then it should be usable (Different shapes (other than boxes that it currently uses) can wait a little bit longer). [of course there are still the other issues of ODE not really working when there is more than one region in a instance of opensim].
2007-08-23Added danx0r's physics patch, although for now have disabled the lines in ↵MW1-2/+36
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.
2007-08-19More prep work for adding prims to ODE physicsBrian McBee1-31/+44
2007-08-18starting to add bits and pieces to physics prims that we will eventually ↵Brian McBee1-7/+28
need for collisions. not hooked in yet.
2007-08-11Applied danx0r 's ODE patch [mantis issue 263]MW1-20/+21
2007-07-16changed to native line ending encodingSean Dague1-457/+457
2007-07-04A bit more work on Building tools/support.MW1-2/+2
updated Axiom.MathLib.dll.
2007-07-03* Optimized usings (the 'LL ate my scripts' commit)lbsa711-8/+9
* added some licensing info