aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs (follow)
Commit message (Collapse)AuthorAgeFilesLines
* * 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
|
* * 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
|
* * 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
|
* Cleaned up some typos.Jeff Ames2008-02-141-1/+1
|
* * Bigisn ODE Stability update 2Teravus Ovares2008-02-141-17/+28
|
* * Bigish ODE stability Update. Run PrebuildTeravus Ovares2008-02-131-26/+70
|
* * This fixes mantis 553 (It appears that the exception is thrown when there ↵Teravus Ovares2008-02-131-2/+9
| | | | is a collision with a cylinder that is both hollowed and either tapered or cut. The sequence of actions that reproduce the problem for me are: create a cylinder, hollow to 95%, taper X/Y, then collide it with another object or avatar. Note that the cylinder itself is not marked physical. )
* * Made physical prim stable enough for the general population to turn on. ↵Teravus Ovares2008-02-131-6/+77
| | | | | | | | | | (though I still don't recommend it for welcome regions unless object build is off. * Updated the ode.dll for windows with a more reasonable stack space reserve. Linux users will need to type ulimit -s 262144 before starting up OpenSimulator if using Physical Prim to protect against stack collisions. or run the included ./bin/opensim-ode.sh to start up OpenSimulator in ODE mode. * Added internal collision score and am keeping track of 'high usage' prim. * Tweaked collisions some more * Tested up to 460 physical prim in extremely close quarters (which was previously impossible in OpenSim). After 460 in tight quarters, physics slows down enough to make it hard to do any moving, however.. non physics things still work, such as logging on to the simulator, etc.
* * A bunch of updates to make things more smooth.Teravus Ovares2008-02-121-2/+9
| | | | | | | | | | | ** Sending the actual TimeDilation to the client now instead of the 62455 constant. The client is *supposed* to use that value to sync with the simulator. (actually sending ushort.maxvalue * TimeDilation) ** Disabling prim that inter-penetrate instead of just not attaching a joint ** Reduced prim spin a 'little' bit, but not *enough* ** Tweaked the TimeDilation algorithm to be closer to 1.0 by default and various changes to the sim stats reporter ** Created a .SetValues method to PhysicsVector so we can simply call the setvalues function instead of .x, .y, .z sets. ** Experimented with a .GetBytes Method on PhysicsActor to be able to use the LLVector3.FromBytes() method. ** Upped the Inter-penetration depth to 0.25 instead of .08.
* * This resolves the null exceptions when a script is manipulating a physical ↵Teravus Ovares2008-02-121-1/+2
| | | | object in ODE and you delete the object. The script is still running and trying to add force, but the object reference is null.
* * Added PhysicsScene.Dispose()Teravus Ovares2008-02-111-0/+20
| | | | | * In ODE, disposing of all of the ODE objects and the ODE World to reclaim memory when the simulator restarts.
* * Adds Top Shear support to the Meshmerizer for the Cube prim and the ↵Teravus Ovares2008-02-091-0/+3
| | | | Cylinder prim.
* * Fixed a situation in ODE where it didn't call the mesher on a cube when ↵Teravus Ovares2008-02-081-0/+3
| | | | you tapered if you didn't have a cut or a hollow.
* * This update adds limited support for Cylinder meshed prim in the ↵Teravus Ovares2008-02-081-0/+3
| | | | Meshmerizer plugin. (Limited because path cut is wrongly offset and while Hollowing works, you can walk through the inside wall.)
* Converted logging to use log4net.Jeff Ames2008-02-051-37/+31
| | | | | | Changed LogBase to ConsoleBase, which handles console I/O. This is mostly an in-place conversion, so lots of refactoring can still be done.
* * ODE:Fix copy and paste bug in space calculation limitsTeravus Ovares2008-02-011-11/+7
|
* Temporary try catch around calculateSpaceForGeom() , to see if it gets past ↵MW2008-02-011-3/+10
| | | | mantis issue #435 (for now)
* * Added more supported feature to particlesystems. While this appears to ↵Teravus Ovares2008-02-011-1/+1
| | | | | | | | have a libsl update... it's really a fix to the libsl version we're already using because of a bug in the particlesystem implementation * Added two new simstat counters in the simstat enum for the RCCS. (I'll find something cool to put in them) * fixed a time waster in ODEPlugin.cs
* Updating ODE.NET as the version I used possibly caused the slowness.Teravus Ovares2008-01-301-0/+2
|
* * See if this helps Nebadon. Teravus Ovares2008-01-301-8/+3
|
* * This update restores *nix supportTeravus Ovares2008-01-301-1/+8
| | | | | * This stability optimization is disabled on Apple Computers until the .dylib library is updated.
* * Experimental ODE Update to make ODE more stableTeravus Ovares2008-01-301-1/+19
| | | | | * WARNING: This update will break *nix support. Will be restored in the next revision
* * ODE Going to Time Step 0.020 = (1000\20) - ((1000\20) * .09) = ~45 pfps Teravus Ovares2008-01-281-1/+1
|
* * Mostly ODE update. Things are a bit more behaved then the last ↵Teravus Ovares2008-01-281-2/+5
| | | | experimental update.
* * Highly experimental ODE_STEPSIZE = 0.025f - 1000 / 25 = 40fps - 10 ↵Teravus Ovares2008-01-271-2/+2
| | | | | | | | substeps with fallback to 5 substeps when things get slow * Just to give you an idea of the difference .. previous ODE_STEPSIZE was 0.005f - 1000/5 = 200fps - 10 substeps with fallback to 5 substeps when things get slow * *nix avatar may fall over again, *sorry*
* * Announcing the alternative prim early adoption program.. Adding regular ↵Teravus Ovares2008-01-191-2/+2
| | | | | | | spheres to the physical prim mix. * Be advised.. these are not ellipsoids.. these are spheres.
* * Friction reduction update. Teravus Ovares2008-01-181-3/+3
| | | | | * It's a known fact that the greater the friction the more computationally intensive a physics simulation with it is....
* * ODE Physics update. fixed weird rotation of the avatar surrogate.Teravus Ovares2008-01-181-6/+6
| | | | | | | | * Set the avatar's radius to 0.37m, I think this gives the *best* balance between spaces the avatar can fit, and the ability to climb steps * Fixed a few things * Tweaked some more * Played with gravity (-9.8m/s)
* * HeightField handling update in ODE. Should improve the terrain pits. So ↵Teravus Ovares2008-01-131-7/+118
| | | | | | | far, only windows lib updated. Need to do the Linux version. * Update also checked into opensim-libs
* * Removed a debug message that I left in there....Teravus Ovares2008-01-131-1/+1
|
* * Fixed an overflow in the land managerTeravus Ovares2008-01-131-32/+188
| | | | | | | * Did some goofy math undoing in the Sim Stats Reporter * More reduction to the amount of calls per second to UnManaged ODE code * Added a significant amount of comments to ODE
* *ech one thing didn't save from the last commitTeravus Ovares2008-01-121-2/+2
|
* * This update rolls back the packetpool and LibSL changes. Please retest ↵Teravus Ovares2007-12-301-8/+8
| | | | | | | and then patch these changes back in. Currently it's not quite ready for 0.5. The down side to this action, is that we loose some performance to the garbage collector for now. Given that the target date for 0.5 is *Two days* from now, I'm taking the initiative to work towards a real stable version. * This update also fixes scripting and some weird physics reactions
* * Added ability to create new prim on existing prim (rezzing prim from ↵Teravus Ovares2007-12-281-13/+4
| | | | | | | inventory on other prim coming soon). No more new prim buried in the ground by accident. * The prim are at the absolute position of the prim you rezzed it on top of + (0,0,0.5) for now.
* * Fixed Physical prim, various issues, viewer freezes, sim crashes, ODE ↵Teravus Ovares2007-12-271-6/+19
| | | | errors, etc.
* * Optimized usingslbsa712007-12-271-162/+174
| | | | | | | * shortened references * Removed redundant 'this' * Normalized EOF
* * This update includes a wide range of changes to the ODEPlugin for avatar ↵Teravus Ovares2007-12-261-5/+45
| | | | | | | | | | movement, including: ** - avatar can navigate stairs better now ** - avatar can land without shooting into the air ** - excessive collisions with the ground are tempered somewhat and should only shoot the avatar up 20m instead of 200m ** - Try Catched a TextureDownloadModule.cs array out of bounds error with a report that causes it not to crash the sim, however it reports a few important items for tracking it down.
* * Added a -val heightfield value limiter so giant pits of death don't cause ↵Teravus Ovares2007-12-261-1/+5
| | | | avatar to go into an endless plunge to the middle of the earth.
* * Added the ability to land automatically on prim by pressing the page down ↵Teravus Ovares2007-12-261-7/+7
| | | | | | | button when over them and colliding * Reverted the avatar portion of the inter-penetration physics scene explosion management, it needs more work.
* * Added smoother handling of interpenetrating physical objects.Teravus Ovares2007-12-221-19/+66
| | | | | | | | * Fixes: * -- duplicating Active physical object causes objects to explode in opposite directions * -- Rezzing objects too close to you avatar causes avatar to shoot around in odd directions * Vanity
* Misc. cleanup:Jeff Ames2007-12-191-45/+43
| | | | | | | * added Util.Clip(value, min, max) * modified asset cache's numPackets calculation to use max packet size (600) instead of 1000 * removed a few magic numbers