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My fork of OpenSim for IG and MG, called SledjChisl.
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Physics
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OdePlugin
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OdeScene.cs
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2011-12-15
Code cleanup related to ScenePresence.PhysicsActor and OdeScene/OdeCharacter
Justin Clark-Casey (justincc)
1
-5
/
+21
2011-12-14
minor: add some currently commented log lines for use in debugging
Justin Clark-Casey (justincc)
1
-1
/
+8
2011-12-14
Simplify some manipulation of _taintedActors in OdeScene
Justin Clark-Casey (justincc)
1
-13
/
+6
2011-12-14
Eliminate _taintedPrimsH and _taintedPrimsL (and _taintedPrimLock) in favour ...
Justin Clark-Casey (justincc)
1
-45
/
+14
2011-12-12
minor: remove pointless comment from OdeScene.cs
Justin Clark-Casey (justincc)
1
-2
/
+1
2011-11-25
remove some mono compiler warnings
Justin Clark-Casey (justincc)
1
-4
/
+4
2011-11-22
Log error if we attempt to add/remove an OdeCharacter from the _characters li...
Justin Clark-Casey (justincc)
1
-23
/
+33
2011-11-22
Stop removing actor from the hash maps in OdeScene.RemoveCharacter() since th...
Justin Clark-Casey (justincc)
1
-6
/
+1
2011-11-22
Comment out uncalled OdeScene.UnCombine()
Justin Clark-Casey (justincc)
1
-58
/
+58
2011-11-22
slightly simplify OdeScene.Simulate() by removing bool processtaints, since w...
Justin Clark-Casey (justincc)
1
-23
/
+11
2011-11-21
Slightly improve "Unable to space collide" logging message, though I don't th...
Justin Clark-Casey (justincc)
1
-1
/
+2
2011-11-21
Get rid of OdeCharacter != null checks since OdeScene._characters can never c...
Justin Clark-Casey (justincc)
1
-17
/
+4
2011-11-21
remove unnecessary OdeScene._activeprims locking. Code is single-threaded
Justin Clark-Casey (justincc)
1
-53
/
+46
2011-11-21
Restore defects list. In hindsight, the reason for this is becuase we can't ...
Justin Clark-Casey (justincc)
1
-80
/
+97
2011-11-21
simplify operation of OdeScene._perloopContact
Justin Clark-Casey (justincc)
1
-45
/
+51
2011-11-21
don't bother locking OdeScene._perloopContact in single threaded code
Justin Clark-Casey (justincc)
1
-47
/
+42
2011-11-21
don't lock OdeScene.contacts since only ever accessed by a single thread
Justin Clark-Casey (justincc)
1
-10
/
+24
2011-11-21
Comment out calls to OdeScene.waitForSpaceUnlock() since that method does not...
Justin Clark-Casey (justincc)
1
-12
/
+13
2011-11-21
Reduce complexity of OdeScene.Simulate() by fully removing bad characters at ...
Justin Clark-Casey (justincc)
1
-41
/
+1
2011-11-21
move geom/actor map maintenance into DestroyODEStructures()/AvatarGeomAndBody...
Justin Clark-Casey (justincc)
1
-2
/
+0
2011-11-21
When changing avatar size in ODE, remove the old actor from the name and acto...
Justin Clark-Casey (justincc)
1
-1
/
+3
2011-11-21
When an ODECharacter is removed (e.g. when an avatar leaves a scene), remove ...
Justin Clark-Casey (justincc)
1
-1
/
+21
2011-11-21
Instead of generating a new list for bad characters on every physics pass, ke...
Justin Clark-Casey (justincc)
1
-3
/
+12
2011-11-16
Stop OdePrim and OdeCharacter insanely overriding set LocalID to set their ow...
Justin Clark-Casey (justincc)
1
-15
/
+13
2011-11-15
Instead of having scene add/remove collision events directly to the OdeScene ...
Justin Clark-Casey (justincc)
1
-20
/
+38
2011-11-15
use a more efficient dictionary in OdeScene._collisionEventPrim rather than a...
Justin Clark-Casey (justincc)
1
-7
/
+4
2011-10-25
Fix bug where collision event listeners were not removed once the listener ha...
Justin Clark-Casey (justincc)
1
-4
/
+5
2011-10-25
minor: rename a parameter in OdeScene.Simulate() from actor -> prim since it'...
Justin Clark-Casey (justincc)
1
-4
/
+4
2011-10-21
very minor removal of old commented out line of code in OdeScene
Justin Clark-Casey (justincc)
1
-5
/
+3
2011-10-20
remove unnecessary null check on _collisionEventPrim
Justin Clark-Casey (justincc)
1
-3
/
+0
2011-10-20
Get OdeScene to use passed in time step rather than hard-coded 0.089
Justin Clark-Casey (justincc)
1
-22
/
+23
2011-10-20
For now, stop passing timeStep into methods where it's not actually used.
Justin Clark-Casey (justincc)
1
-10
/
+3
2011-10-18
Temporarily put in log lines to record time taken to set terrain in OdeScene.
Justin Clark-Casey (justincc)
1
-0
/
+6
2011-10-18
Store scene identifier passed in to OdeScene for later debug messages
Justin Clark-Casey (justincc)
1
-2
/
+5
2011-10-18
Don't bother taking OdeLock during OdeScene construction, since there can be ...
Justin Clark-Casey (justincc)
1
-16
/
+13
2011-10-18
minor: method doc to explain a lock of OdeLock
Justin Clark-Casey (justincc)
1
-1
/
+1
2011-10-18
Remove the unused CollisionLocker from ODE
Justin Clark-Casey (justincc)
1
-80
/
+72
2011-10-17
Implement osNpcSit(). This is still in development so don't trust it
Justin Clark-Casey (justincc)
1
-0
/
+1
2011-10-15
reduce access to ODECharacter methods to make code analysis easier. Eliminat...
Justin Clark-Casey (justincc)
1
-1
/
+1
2011-10-15
refactor: make methods that do not need to be public in ODE private or intern...
Justin Clark-Casey (justincc)
1
-52
/
+81
2011-10-14
Change hardcoded ODE total frame time to match the default total frame time (...
Justin Clark-Casey (justincc)
1
-1
/
+1
2011-10-05
Remove unused local variable i from OdeScene.Simulate()
Justin Clark-Casey (justincc)
1
-3
/
+0
2011-08-01
comment out unused code in OdeScene.TriCallback()
Justin Clark-Casey (justincc)
1
-12
/
+12
2011-08-01
refactor: centralize prim geom removal code from four places to one
Justin Clark-Casey (justincc)
1
-17
/
+7
2011-08-01
minor: add note to RemovePrimThreadLocked() to the effect that it contrary to...
Justin Clark-Casey (justincc)
1
-0
/
+3
2011-08-01
minor: indentation correction
Justin Clark-Casey (justincc)
1
-17
/
+13
2011-07-31
refactor: Remove argument to pass in an initial mesh to OdePrim since this is...
Justin Clark-Casey (justincc)
1
-25
/
+4
2011-07-31
minor: method doc
Justin Clark-Casey (justincc)
1
-1
/
+0
2011-07-30
minor: remove mono compiler warnings, some code spacing adjustments
Justin Clark-Casey (justincc)
1
-5
/
+3
2011-07-30
minor: Add method doc to collision subscription methods. Change method case ...
Justin Clark-Casey (justincc)
1
-3
/
+19
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