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path: root/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs (follow)
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* * Fixes the 10x10x10 hard physics limitation. (wierdly, you have to set ↵Teravus Ovares (Dan Olivares)2009-12-031-0/+2
| | | | | | | this for each region in your Regions.ini[PhysicalPrimMax = 10(default)]) * Adds a configurable maximum object mass before the mass is clamped. Default is 10000.01. Configurable by changing maximum_mass_object in the [ODEPhysicsSettings] section. * Clamping the mass is important for limiting the amount of CPU an object can consume in physics calculations. Too high, and the object overcomes restitution forces by gravity alone. This generates more collisions potentially leading to 'deep think'.
* * Resolves mantis 4390 http://opensimulator.org/mantis/view.php?id=4390Teravus Ovares (Dan Olivares)2009-11-231-1/+1
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* * Adds a test for if the collision is at the bottom of the capsule on ↵Teravus Ovares (Dan Olivares)2009-11-221-1/+12
| | | | avatar. This prevents the 'double jump' capability that's been occurring for ages when avatar collide with prim on the side.
* Following various discussions on irc and in the OpenSim dev OSGrid meeting ↵Justin Clark-Casey (justincc)2009-11-091-1/+1
| | | | | | | last week, change av_capsule_tilted to false by default This appears to now give better ODE physics response (less sinking into the ground, etc.) Please change it back if this is actually a bad idea for some reason
* Merge branch 'master' of ssh://justincc@opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2009-11-031-68/+90
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| * * Log progress messages when loading OAR files with a lot of assetsJohn Hurliman2009-10-291-60/+67
| | | | | | | | | | * Change the PhysicsCollision callback for objects to send full contact point information. This will be used to calculate the collision plane for avatars * Send the physics engine velocity in terse updates, not the current force being applied to the avatar. This should fix several issues including crouching through the floor and walking through walls
| * Always send a time dilation of 1.0 while we debug rubberbanding issuesJohn Hurliman2009-10-281-1/+2
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| * Limit physics time dilation to 1.0John Hurliman2009-10-281-1/+1
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| * * Reduce the velocity tolerance on sending terse updates to avoid slowly ↵John Hurliman2009-10-281-3/+10
| | | | | | | | | | | | drifting prims/avatars * Added contacts_per_collision to the ODE config section. This allows you to reduce the maximum number of contact points ODE will generate per collision and reduce the size of the array that stores contact structures
| * Fixed a bad check on velocity in the ODE near() callback (it was only ↵John Hurliman2009-10-281-3/+3
| | | | | | | | checking for velocity in certain directions, and was calling the get_Velocity() function three times)
| * Move the calculation of time dilation from the scene to the physics engine. ↵John Hurliman2009-10-271-2/+9
| | | | | | | | The scene is still the one reporting dilation so this does not break the API or remove flexibility, but it gets the calculation happening in the right place for the normal OpenSim usage. The actual calculation of physics time dilation probably needs tweaking
* | minor: remove some mono compiler warningsJustin Clark-Casey (justincc)2009-11-031-3/+3
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* Experimental change of PhysicsVector to Vector3. UntestedJohn Hurliman2009-10-261-28/+22
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* Do case-insensitive comparisons on region names in LLStandaloneLoginModuleJohn Hurliman2009-10-261-2/+2
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* * Changed the watchdog timer to improve the speed of UpdateThread(), only ↵John Hurliman2009-10-261-2/+6
| | | | | | track threads once the first call to UpdateThread() has been made, and allow re-tracking of threads that timed out but revived later * Added a commented out call to Watchdog.UpdateThread() in OdeScene. If it turns out that loading a large OAR file or some other operation is timing out the heartbeat thread, we'll need to uncomment it
* Patch from dslake http://opensimulator.org/mantis/view.php?id=4291 0004291: ↵dslake2009-10-231-2/+3
| | | | Inconsistent locking of ODE tainted prims
* Merge branch 'master' into vehiclesMelanie2009-10-221-0/+10
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| * Merge branch 'prioritization' of ssh://opensimulator.org/var/git/opensim ↵John Hurliman2009-10-191-0/+4
| |\ | | | | | | | | | into prioritization
| | * Forgot {} on last commit.Diva Canto2009-10-191-0/+2
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| | * More instrumentation in physics.Diva Canto2009-10-191-0/+2
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| * | Merge branch 'master' of ssh://opensimulator.org/var/git/opensim into ↵John Hurliman2009-10-191-1/+1
| |\ \ | | |/ | |/| | | | prioritization
| * | A bit of instrumentation to figure out what's going on with physics actors.Diva Canto2009-10-181-0/+6
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* | | Merge branch 'master' into vehiclesMelanie2009-10-191-1/+22
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| * | Formatting cleanup.Jeff Ames2009-10-191-1/+1
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| * * One more attempt at the NullRef In The OdePlugin. This might fix it, but ↵Teravus Ovares (Dan Olivares)2009-10-161-0/+21
| | | | | | | | it will definitely get us closer to the root cause.
* | Merge branch 'master' into vehiclesMelanie2009-10-121-0/+1
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| * * Make ODECharacter respect the scene's requested collision update timeTeravus Ovares (Dan Olivares)2009-10-101-0/+1
| | | | | | | | * Set the Scene collision update time to 500 ms
* | Correct a build break caused by an optimization in trunkMelanie2009-10-071-1/+1
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* | Merge branch 'master' into vehiclesMelanie2009-10-061-5/+2
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| * minor: remove mono compile warningJustin Clark-Casey (justincc)2009-10-051-5/+2
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* | Merge branch 'master' into vehiclesMelanie2009-10-011-11/+3
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| * Formatting cleanup.Jeff Ames2009-10-011-5/+5
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* | Commit initial version of KittoFlora's vehicle changesopensim2009-09-301-16/+38
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* Add test to check behaviour if an iar is loaded where no user profile exists ↵Justin Clark-Casey (justincc)2009-09-091-16/+6
| | | | | | for the creators Disable generation of temporary profiles for now, instead record loading user as creator
* * Fix for GetTerrainHeightAtXY to make it compatible when ↵Teravus Ovares (Dan Olivares)2009-09-041-3/+4
| | | | Constants.RegionSize isn't 256
* * Fixes the function 'GetTerrainHeightAtXY'Teravus Ovares (Dan Olivares)2009-09-041-16/+26
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* * One last attempt to get the bordercrossing/primcrossing/attachmentcrossing ↵Teravus Ovares (Dan Olivares)2009-09-021-1/+72
| | | | | | right in the new border framework. * This also contains some inactive preliminary code for disconnecting combined regions that will be used to make one root region a virtual region of a new root region.
* Thank you, dslake, for a set of patches to improve OpenSim startupMelanie2009-09-021-5/+5
| | | | and idle performance.
* * It turns out that Physics heightmap values were being stored in managed ↵Teravus Ovares (Dan Olivares)2009-08-211-22/+27
| | | | memory in _heightmap and using multiple heightmaps caused them all to overwrite each other and the last one was the heightmap for all of the regions. This fixes that. It also reduces the terrain resolution to half.
* * Fixes Terrain issues with combined regions.Teravus Ovares (Dan Olivares)2009-08-201-65/+133
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* *remove conflictsTeravus Ovares (Dan Olivares)2009-08-181-9/+4
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| * Did I say that i don't like git? Remove some stuff that shouldn't haveMelanie2009-08-171-30/+8
| | | | | | | | gone in.
| * Add System.Xml reference to the console projectMelanie2009-08-171-8/+30
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| * Misc cleanup.Jeff Ames2009-08-161-9/+4
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* | * Some Physics Scene Changes to prepare for larger regionsTeravus Ovares (Dan Olivares)2009-08-181-47/+54
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* | Merge branch 'master' of ssh://MyConnection/var/git/opensimTeravus Ovares (Dan Olivares)2009-08-151-6/+4
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| * Formatting cleanup. Fix some compiler warnings.Jeff Ames2009-08-131-6/+4
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* | * part one of adding physics combiningTeravus Ovares (Dan Olivares)2009-08-151-0/+9
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* * Fix one physics crash for regions larger then 512mx512mTeravus Ovares (Dan Olivares)2009-08-081-1/+4
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* * Remove hard coded 256 limitations from various places. There's no more ↵Teravus Ovares (Dan Olivares)2009-08-071-9/+38
| | | | 256m limitation within the OpenSimulator framework, however, the LLClient ClientView does not support regions larger then 256 meters so, if you try and make your region larger by setting Constants.RegionSize = 512; in OpenSim.Framework.Constants.cs, the terrain will not display on clients using the LLUDP protocol