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path: root/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs (follow)
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* refactor - commenting out needsMeshing() and all references as createMesh() ↵Dahlia Trimble2008-07-181-54/+56
| | | | has the same logic and obsoletes the need for it.
* Passes prim physical status to mesher from physics pluginsDahlia Trimble2008-07-121-1/+1
| | | | | | | Small prims now get a full mesh if they are physical Fixed a logic bug that was preventing many prim meshes from having excess memory cleaned up Switched to more conservative method of vertex and triangle list trimming to prevent possible crash
* dr scofield's warnings safari:Dr Scofield2008-06-271-8/+8
| | | | | | * commenting out unused variables
* Minor formatting cleanup.Jeff Ames2008-06-251-16/+17
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* Changes selection criteria to allow meshing of more sphere prim configurations.Dahlia Trimble2008-06-211-1/+4
| | | | | Adds comments to some functions in Meshmerizer.cs.
* * Patch from nlin to enable DIF state file writing from the ODEPluginTeravus Ovares2008-06-201-0/+28
| | | | | | * Rebuilt libode.so, ode.dll * If you roll your own ODE library, make sure to update your opensim-libs.
* * Added a check for a non-finite heightfield array value passed to the ↵Teravus Ovares2008-06-041-0/+9
| | | | ODEPlugin. This may, or may not fix anything.
* * Applying Dahlia's interim path curve patch. it adds initial support for ↵Teravus Ovares2008-05-291-0/+19
| | | | | | | | | some tori/ring parameters. Thanks Dahlia! * Some situations do not match the client's render of the tori, we know and are working on it. This is an initial support patch, so expect it to not be exact. * Some tapers are acting slightly odd. Will fix.
* * Adds Top Colliders when using ODE. Access it from the estate tools/debug tab.Teravus Ovares2008-05-251-0/+30
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* Formatting cleanup, minor refactoring. Fixed some comparisons of value ↵Jeff Ames2008-05-181-53/+46
| | | | types and null.
* * This finishes the ODE options section of the OpenSim.ini.example. I've ↵Teravus Ovares2008-05-161-3/+47
| | | | | | | | added 44 configurable options! * This includes if you want to mesh sculpties and the Level of detail on the sculptie meshing for non physical and a separate LOD on physical sculpties. * The options range from gravity.. to avatar movement speed, to friction management.. to object density.. to update throttling.
* Formatting cleanup.Jeff Ames2008-05-161-140/+68
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* * Adds various tweakable avatar control options to the OpenSim.ini.example.Teravus Ovares2008-05-151-1/+46
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* * Added about half of the planned ODE physics options to OpenSim.ini.example.Teravus Ovares2008-05-151-56/+128
| | | | | * Some will do cool things, some will make your scene explode dramatically if you're not careful.
* * Got rid of an old crufty sleep that was being called. Thanks for your ↵Teravus Ovares2008-05-151-1/+1
| | | | | | | support in load testing Adam's simulator was what pointed this old crufty sleep out. * Please, we need more load tests with profilers running. :D
* * Refactored IConfigSource into Physics plug-ins and Scene. We can get rid ↵Teravus Ovares2008-05-141-1/+5
| | | | | | | of some of the parameters we pass to it's constructor now like, 'm_allowPhysicalPrim', 'seeIntoOtherRegions', etc.. so on * The main purpose of this is to provide configuration options for ODE and other physics plug-ins that are advanced enough to be able to be configured.
* More formatting cleanup.Jeff Ames2008-05-141-2/+2
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* * Removed ODELock message since it wasn't telling us anything important and ↵Teravus Ovares2008-05-081-1/+1
| | | | | | | people seemed to think it was the cause of their issues rather then a message to help locate a situation where physics stalls for a second and then kicks. * This was simply a message added when an avatar was added/removed from the scene.
* * Reduced sleep durations in a number of files.Adam Frisby2008-05-081-3/+0
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* * Committing some collision stuffs that I'm working on.Teravus Ovares2008-05-031-81/+134
| | | | | * Nothing user facing yet.
* * ODE Tweak. See if this helps.Teravus Ovares2008-05-011-71/+23
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* * Optimised using statements and namespace references across entire project ↵Adam Frisby2008-04-211-7/+9
| | | | (this took a while to run).
* * Made it safe again to use the restart button from the estate tools and the ↵Teravus Ovares2008-04-101-4/+4
| | | | | | | restart console command. * It looks ugly on the console.. but it's really safe.. and restores some memory.
* * Adds twist support for Cubes, Cylinders, and Prisms in the MeshmerizerTeravus Ovares2008-04-101-0/+3
| | | | | * A tweak of the SimStatsReporter so it would report the prim capacity to be 45000.
* * Adds poor support for ellipsis in the Meshmerizer. This will get better.. ↵Teravus Ovares2008-04-081-1/+3
| | | | notice the huge nasty facets! Regular spheres still work as they did.
* * Fixed up some documentationTeravus Ovares2008-04-061-11/+11
| | | | | * Should help the sinking feeling when new avatar arrive in the scene.
* * Updating the version of the ODE library. (big update). The Mac library ↵Teravus Ovares2008-04-021-2/+2
| | | | | | | needs to be updated still. * Adding some XMPP stuff that's incomplete.
* Comment out unused private methods.Jeff Ames2008-03-251-6/+5
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* Comment out "m_randomizeWater" and "ms" until we use them later.Charles Krinke2008-03-211-2/+4
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* Formatting cleanup.Jeff Ames2008-03-181-26/+25
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* * Preliminary work with the ODEPlugin to collect collision data.Teravus Ovares2008-03-141-5/+170
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* * Added ODEPlugin Support for llSetBuoyancy. Set Buoyancy to 1 for space prim.Teravus Ovares2008-03-101-8/+120
| | | | | * Added WaterLevel support to the ODEPlugin. More on this later.
* * Fixed a few things and enabling Physical Prim border crossings again.Teravus Ovares2008-03-091-57/+62
| | | | | * Everyone try to push a physical prim across a region border now.
* ODE PluginTeravus Ovares2008-03-091-55/+74
| | | | | | * More cleanup * Less noise
* * Fixed the Link + Duplicate + Unlink both = 'ODE Invalid Argument in ↵Teravus Ovares2008-03-091-1/+7
| | | | | | | | | Collision Space Crash' * Added: Console comment: [PHYSICS]: The scene reused a disposed PhysActor! *waves finger*, Don't be evil.
* * Cleaned up some locking on the ODEPlugin to make it more developer friendlyTeravus Ovares2008-03-091-415/+449
| | | | | * Expect the occasional deadlock?
* * Three more warnings are a-gone.Adam Frisby2008-03-051-3/+0
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* * Applied patch 708 from devalnor. Thanks devalnor!Teravus Ovares2008-03-031-70/+79
| | | | | | * ODE: Added support for larger box stacks. (they're slow, but they work) * ODEPlugin no longer tries to 'catch up' with the simulator frame rate if it gets behind. Catching up was causing a lot of problems with larger box stacks and other things that stall the simulator (like saving prim in the datastore)
* * Added Support within the ODEPlugin for Selected. Which means that;Teravus Ovares2008-02-231-0/+22
| | | | | | | | * When you select a physical prim, it stops while you've got it selected. * When you move or alter a prim in some manner, it doesn't become collidable until you de-select it * When you select a prim, it doesn't become temporarily 'phantom' until you make some change to it while it's selected. (this prevents accidental selections in prim floor from causing it to go phantom on you(but don't move it or you'll fall)) * There's one major difference, and that's a physical object won't stop if you don't have permission to edit it. This prevents people who don't have edit permissions on a prim from stopping it while it's moving.
* * A few additional null checks in the Physics Scene and PhysicsActor so we ↵Teravus Ovares2008-02-211-2/+4
| | | | don't try to enumerate dead null ODECharacter objects when things get *really* slow.
* Minor cleanup.Jeff Ames2008-02-201-23/+10
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* * This patch adds Prism support to the Meshmerizer. Prism is one of the ↵Teravus Ovares2008-02-191-0/+3
| | | | object types in the drop down on the object tab. Positive tapers are slightly incorrect(prim sinks into ground a tiny bit). Everything else that's supported works as expected. Hollow, cut, negative tapers, top shear.
* ODE: Tired of floating above the ground after crossing a border? Boy have I ↵Teravus Ovares2008-02-181-2/+2
| | | | got a solution for you! For a limited time, you can be the right height after border crossings automatically. Just three easy payments of $9.95 and make sure your neighbor is sending child agent updates!
* * Various ODE CleanupsTeravus Ovares2008-02-171-42/+52
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* * Fixed the Ghost physical hull on deleting a physical Prim Teravus Ovares2008-02-171-61/+75
| | | | | * Fixed a deadlock when there is an exception in the collision and stepping parts of Simulate.
* * ODE Stability update 4 :D Teravus Ovares2008-02-151-86/+92
| | | | | | * Changed the way meshing requests get sent to the ODEPlugin * Numerous other fixes
* * Made new Framework.Constants class, added RegionSize member.Adam Frisby2008-02-141-4/+4
| | | | | | * Converted all instances of "256" spotted to use RegionSize instead. Some approximations used for border crossings (ie 255.9f) are still using that value, but should be updated to use something based on RegionSize. * Moving Terrain to a RegionModule, implemented ITerrainChannel and TerrainModule - nonfunctional, but will be soon.
* * Removed the noise from the console. The last commit seems to have ↵Teravus Ovares2008-02-141-1/+1
| | | | resolved the recent reports of 'argument not a space' on linux. Though, there were about 50 changes :D
* * Another ODE Stability update. This might fix the recent Linux issues ↵Teravus Ovares2008-02-141-54/+75
| | | | with the ODEPlugin.
* * ODE - This fixes a few things and breaks a few more.Teravus Ovares2008-02-141-18/+3
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