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path: root/OpenSim/Region/Physics/OdePlugin/OdeScene.cs (follow)
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* Move update of the final optional ODE total frame stat inside the OdeLock rat...Justin Clark-Casey (justincc)2012-06-291-3/+3
* refactor: rename _collisionEventPrim to m_collisionEventActors and _collision...Justin Clark-Casey (justincc)2012-06-291-12/+12
* Add optional total avatars, total prims and active prims stats to ODE plugin.Justin Clark-Casey (justincc)2012-06-011-0/+21
* If OdeScene.Near() returns no collision contacts, then exit as early as possi...Justin Clark-Casey (justincc)2012-06-011-0/+4
* Add optional stat for the other collision time per frame not spent in ODE nat...Justin Clark-Casey (justincc)2012-06-011-1/+16
* Add avatar forces calculation, prim force and raycasting per frame millisecon...Justin Clark-Casey (justincc)2012-06-011-7/+46
* Collection optional avatar and prim taint frame millisecond timesJustin Clark-Casey (justincc)2012-06-011-7/+36
* Remove recent optional native collision frame milliseconds statJustin Clark-Casey (justincc)2012-06-011-13/+1
* Add optional stat that records milliseconds spent notifying collision listene...Justin Clark-Casey (justincc)2012-06-011-0/+14
* Add avatar and prim update milliseconds per frame optional statsJustin Clark-Casey (justincc)2012-06-011-7/+31
* Add option native step frame ms statJustin Clark-Casey (justincc)2012-06-011-9/+21
* Add total ODE frame time optional stat, as a sanity check on the main scene p...Justin Clark-Casey (justincc)2012-06-011-7/+21
* Break down native ODE collision frame time stat into native space collision a...Justin Clark-Casey (justincc)2012-06-011-4/+22
* Rename new collision stats to 'contacts' - there are/can be multiple contacts...Justin Clark-Casey (justincc)2012-06-011-6/+6
* Stop adding an unnecessary duplicate _perloopcontact if the avatar is standin...Justin Clark-Casey (justincc)2012-06-011-9/+4
* minor: comment out currently unused OdeScene.sCollisionDataJustin Clark-Casey (justincc)2012-06-011-9/+9
* Add ODE avatar and prim collision numbers if extra stats collection is enabled.Justin Clark-Casey (justincc)2012-06-011-5/+34
* Fix OdeScene.GetTopColliders() to return the top 25 colliders rather than the...Justin Clark-Casey (justincc)2012-06-011-19/+13
* Add an optional mechanism for physics modules to collect and return arbitrary...Justin Clark-Casey (justincc)2012-05-311-10/+129
* Comment out spurious Body != IntPtr.Zero code after disableBody(), since disa...Justin Clark-Casey (justincc)2012-04-211-1/+2
* refactor: precalculate the fixed movement factor for avatar tilting (sqrt(2))...Justin Clark-Casey (justincc)2012-03-201-0/+3
* refactor: Eliminate unnecessary duplicate avCapsuleTiltedJustin Clark-Casey (justincc)2012-03-201-3/+7
* correct the default avatar_terminal_velocity value that I accidentally left i...Justin Clark-Casey (justincc)2012-02-111-1/+1
* Clamp ODE character velocity. Make ODE falling character 54m/s by default.Justin Clark-Casey (justincc)2012-02-111-0/+11
* Serialize calls to ODE Collide() function across OdeScene instances to preven...Justin Clark-Casey (justincc)2012-01-251-1/+29
* Restrict accessible of ODECharacter Shell and Body. Add method doc and some ...Justin Clark-Casey (justincc)2012-01-241-1/+1
* Adding commented out log messages and some minor formatting for future bug hu...Justin Clark-Casey (justincc)2012-01-021-0/+1
* Align default ODE_STEPSIZE with that already used through OpenSimDefaults.iniJustin Clark-Casey (justincc)2011-12-221-2/+2
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimDiva Canto2011-12-201-1/+1
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| * Comment out accidentally left in "Adding physics prim" log messageJustin Clark-Casey (justincc)2011-12-161-1/+1
* | Fixed bug of avie going under the terrain when crossing regions in certain di...Diva Canto2011-12-201-2/+2
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* Code cleanup related to ScenePresence.PhysicsActor and OdeScene/OdeCharacterJustin Clark-Casey (justincc)2011-12-151-5/+21
* 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