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path: root/OpenSim/Region/Physics/OdePlugin/OdeScene.cs (follow)
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* minor: add some currently commented log lines for use in debuggingJustin Clark-Casey (justincc)2011-12-141-1/+8
* Simplify some manipulation of _taintedActors in OdeSceneJustin Clark-Casey (justincc)2011-12-141-13/+6
* Eliminate _taintedPrimsH and _taintedPrimsL (and _taintedPrimLock) in favour ...Justin Clark-Casey (justincc)2011-12-141-45/+14
* minor: remove pointless comment from OdeScene.csJustin Clark-Casey (justincc)2011-12-121-2/+1
* remove some mono compiler warningsJustin Clark-Casey (justincc)2011-11-251-4/+4
* Log error if we attempt to add/remove an OdeCharacter from the _characters li...Justin Clark-Casey (justincc)2011-11-221-23/+33
* Stop removing actor from the hash maps in OdeScene.RemoveCharacter() since th...Justin Clark-Casey (justincc)2011-11-221-6/+1
* Comment out uncalled OdeScene.UnCombine()Justin Clark-Casey (justincc)2011-11-221-58/+58
* slightly simplify OdeScene.Simulate() by removing bool processtaints, since w...Justin Clark-Casey (justincc)2011-11-221-23/+11
* Slightly improve "Unable to space collide" logging message, though I don't th...Justin Clark-Casey (justincc)2011-11-211-1/+2
* Get rid of OdeCharacter != null checks since OdeScene._characters can never c...Justin Clark-Casey (justincc)2011-11-211-17/+4
* remove unnecessary OdeScene._activeprims locking. Code is single-threadedJustin Clark-Casey (justincc)2011-11-211-53/+46
* Restore defects list. In hindsight, the reason for this is becuase we can't ...Justin Clark-Casey (justincc)2011-11-211-80/+97
* simplify operation of OdeScene._perloopContactJustin Clark-Casey (justincc)2011-11-211-45/+51
* don't bother locking OdeScene._perloopContact in single threaded codeJustin Clark-Casey (justincc)2011-11-211-47/+42
* don't lock OdeScene.contacts since only ever accessed by a single threadJustin Clark-Casey (justincc)2011-11-211-10/+24
* Comment out calls to OdeScene.waitForSpaceUnlock() since that method does not...Justin Clark-Casey (justincc)2011-11-211-12/+13
* Reduce complexity of OdeScene.Simulate() by fully removing bad characters at ...Justin Clark-Casey (justincc)2011-11-211-41/+1
* move geom/actor map maintenance into DestroyODEStructures()/AvatarGeomAndBody...Justin Clark-Casey (justincc)2011-11-211-2/+0
* When changing avatar size in ODE, remove the old actor from the name and acto...Justin Clark-Casey (justincc)2011-11-211-1/+3
* When an ODECharacter is removed (e.g. when an avatar leaves a scene), remove ...Justin Clark-Casey (justincc)2011-11-211-1/+21
* Instead of generating a new list for bad characters on every physics pass, ke...Justin Clark-Casey (justincc)2011-11-211-3/+12
* Stop OdePrim and OdeCharacter insanely overriding set LocalID to set their ow...Justin Clark-Casey (justincc)2011-11-161-15/+13
* Instead of having scene add/remove collision events directly to the OdeScene ...Justin Clark-Casey (justincc)2011-11-151-20/+38
* use a more efficient dictionary in OdeScene._collisionEventPrim rather than a...Justin Clark-Casey (justincc)2011-11-151-7/+4
* Fix bug where collision event listeners were not removed once the listener ha...Justin Clark-Casey (justincc)2011-10-251-4/+5
* minor: rename a parameter in OdeScene.Simulate() from actor -> prim since it'...Justin Clark-Casey (justincc)2011-10-251-4/+4
* very minor removal of old commented out line of code in OdeSceneJustin Clark-Casey (justincc)2011-10-211-5/+3
* remove unnecessary null check on _collisionEventPrimJustin Clark-Casey (justincc)2011-10-201-3/+0
* Get OdeScene to use passed in time step rather than hard-coded 0.089Justin Clark-Casey (justincc)2011-10-201-22/+23
* For now, stop passing timeStep into methods where it's not actually used.Justin Clark-Casey (justincc)2011-10-201-10/+3
* Temporarily put in log lines to record time taken to set terrain in OdeScene.Justin Clark-Casey (justincc)2011-10-181-0/+6
* Store scene identifier passed in to OdeScene for later debug messagesJustin Clark-Casey (justincc)2011-10-181-2/+5
* Don't bother taking OdeLock during OdeScene construction, since there can be ...Justin Clark-Casey (justincc)2011-10-181-16/+13
* minor: method doc to explain a lock of OdeLockJustin Clark-Casey (justincc)2011-10-181-1/+1
* Remove the unused CollisionLocker from ODEJustin Clark-Casey (justincc)2011-10-181-80/+72
* Implement osNpcSit(). This is still in development so don't trust itJustin Clark-Casey (justincc)2011-10-171-0/+1
* reduce access to ODECharacter methods to make code analysis easier. Eliminat...Justin Clark-Casey (justincc)2011-10-151-1/+1
* refactor: make methods that do not need to be public in ODE private or intern...Justin Clark-Casey (justincc)2011-10-151-52/+81
* Change hardcoded ODE total frame time to match the default total frame time (...Justin Clark-Casey (justincc)2011-10-141-1/+1
* Remove unused local variable i from OdeScene.Simulate()Justin Clark-Casey (justincc)2011-10-051-3/+0
* comment out unused code in OdeScene.TriCallback()Justin Clark-Casey (justincc)2011-08-011-12/+12
* refactor: centralize prim geom removal code from four places to oneJustin Clark-Casey (justincc)2011-08-011-17/+7
* minor: add note to RemovePrimThreadLocked() to the effect that it contrary to...Justin Clark-Casey (justincc)2011-08-011-0/+3
* minor: indentation correctionJustin Clark-Casey (justincc)2011-08-011-17/+13
* refactor: Remove argument to pass in an initial mesh to OdePrim since this is...Justin Clark-Casey (justincc)2011-07-311-25/+4
* minor: method docJustin Clark-Casey (justincc)2011-07-311-1/+0
* minor: remove mono compiler warnings, some code spacing adjustmentsJustin Clark-Casey (justincc)2011-07-301-5/+3
* minor: Add method doc to collision subscription methods. Change method case ...Justin Clark-Casey (justincc)2011-07-301-3/+19
* fix extremely minor Ode bug where the _taintedPrimL list would always be clea...Justin Clark-Casey (justincc)2011-07-291-3/+14