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2008-05-03* For your fragging desire, damage enabled land works, but watch out!, life ↵Teravus Ovares1-1/+3
does not regenerate until you're dead!
2008-05-03* Committing some collision stuffs that I'm working on.Teravus Ovares3-87/+206
* Nothing user facing yet.
2008-05-01Update svn properties. Minor formatting cleanup.Jeff Ames1-21/+9
2008-05-01* ODE Tweak. See if this helps.Teravus Ovares1-71/+23
2008-04-27* Single Attachments now work from inventory. You can attach from inventory ↵Teravus Ovares1-16/+16
and detach from inventory. * Detaching from right clicking in world, detaches to your inventory. * If you go up to a prim and attach it from in world, it appears in your inventory. * Attachment placement is saved when you detach them. * Choosing wear remembers your last attachment point from inventory. * Wrote a method to update an inventory item's asset and sends the updated inventory item to the Client * Wrote a recursive method to find the folder of a known existing inventory item. * Removed a block on physics object position on creation. This might crash a region or two, let us know via Mantis if your region crashes because of a physics out of bounds error. * Drop doesn't work. The menu item doesn't even come up. Don't know why :P.
2008-04-24* Tuned the llMove2Target PID controller to be more reasonable and not ↵Teravus Ovares1-8/+24
overshoot the target.
2008-04-24* Adds much better support for attachments that you right click on in world.Teravus Ovares1-10/+22
* Your friends can see your attachments now. People who appear in the sim after you've attached something can also see your attachments. * You can position & rotate your attachments now. Positions do *not* save. * You can detach attachments now the regular way. * Attachments do not cross into other regions with you..(this isn't too far off) * Updated ODE to not request terse updates on child prim.
2008-04-23* Adds llSetStatus(STATUS_ROTATE_X | STATUS_ROTATE_Y | STATUS_ROTATE_Z,TF)Teravus Ovares2-4/+146
* Currently if you apply that to only one or two axis you get unpredictable and sometimes explosive results. * Three axis works well enough to play with it anyway. More work is needed here. * Fixed an incorrectly named method in ODE.NET
2008-04-21* Optimised using statements and namespace references across entire project ↵Adam Frisby4-25/+25
(this took a while to run).
2008-04-10* Made it safe again to use the restart button from the estate tools and the ↵Teravus Ovares1-4/+4
restart console command. * It looks ugly on the console.. but it's really safe.. and restores some memory.
2008-04-10* Adds twist support for Cubes, Cylinders, and Prisms in the MeshmerizerTeravus Ovares1-0/+3
* A tweak of the SimStatsReporter so it would report the prim capacity to be 45000.
2008-04-08* Adds poor support for ellipsis in the Meshmerizer. This will get better.. ↵Teravus Ovares1-1/+3
notice the huge nasty facets! Regular spheres still work as they did.
2008-04-06* Fixed up some documentationTeravus Ovares2-13/+13
* Should help the sinking feeling when new avatar arrive in the scene.
2008-04-03* ODEPlugin: put a limit on the minimum size a prim can be ( scale <=0 ).Teravus Ovares1-5/+12
2008-04-02* Updating the version of the ODE library. (big update). The Mac library ↵Teravus Ovares1-2/+2
needs to be updated still. * Adding some XMPP stuff that's incomplete.
2008-03-30* Minor cleanupTeravus Ovares2-5/+5
2008-03-25Comment out unused private methods.Jeff Ames2-26/+26
2008-03-25* Adds llMoveToTarget and llStopMoveToTarget support to the ODEPlugin.Teravus Ovares2-4/+123
* It doesn't generate at_target events, because they don't exist yet in the script engine. * The Tau is different, however, compatible with scripts I tested. * Not perfect... but pretty good.
2008-03-21Comment out "m_randomizeWater" and "ms" until we use them later.Charles Krinke1-2/+4
2008-03-18Formatting cleanup.Jeff Ames5-113/+106
2008-03-14* Preliminary work with the ODEPlugin to collect collision data.Teravus Ovares3-6/+175
2008-03-10* Added Linear Acceleration reporting to the ODEPlugin.Teravus Ovares1-1/+21
* Added support for LSL llGetOmega (Rotational/Angular Velocity)- ODEPlugin is the only physics plugin that reports it.
2008-03-10ODEPluginTeravus Ovares2-0/+37
* Added osSetPrimFloatOnWater(BOOL) to make Physical prim float at the water level. * osSetPrimFloatOnWater(TRUE); or osSetPrimFloatOnWater(FALSE); * By default, prim do not float at the water level. * More work is needed on the floating, but it's a start.
2008-03-10* Added ODEPlugin Support for llSetBuoyancy. Set Buoyancy to 1 for space prim.Teravus Ovares3-11/+173
* Added WaterLevel support to the ODEPlugin. More on this later.
2008-03-09* Fixed a few things and enabling Physical Prim border crossings again.Teravus Ovares2-66/+75
* Everyone try to push a physical prim across a region border now.
2008-03-09ODE PluginTeravus Ovares2-56/+75
* More cleanup * Less noise
2008-03-09* Fixed the Link + Duplicate + Unlink both = 'ODE Invalid Argument in ↵Teravus Ovares2-27/+39
Collision Space Crash' * Added: Console comment: [PHYSICS]: The scene reused a disposed PhysActor! *waves finger*, Don't be evil.
2008-03-09* Cleaned up some locking on the ODEPlugin to make it more developer friendlyTeravus Ovares2-505/+496
* Expect the occasional deadlock?
2008-03-06* Killed 4 more warnings (at 16 now)Teravus Ovares1-1/+1
2008-03-05* Four more warnings, etc etc.Adam Frisby2-9/+0
2008-03-05* Three more warnings are a-gone.Adam Frisby1-3/+0
2008-03-04Added copyright heaaders. Minor cleanup.Jeff Ames1-0/+27
2008-03-03* Applied patch 708 from devalnor. Thanks devalnor!Teravus Ovares2-81/+93
* ODE: Added support for larger box stacks. (they're slow, but they work) * ODEPlugin no longer tries to 'catch up' with the simulator frame rate if it gets behind. Catching up was causing a lot of problems with larger box stacks and other things that stall the simulator (like saving prim in the datastore)
2008-03-02* This is a very icky implementation of physical linkset prim using fixed ↵Teravus Ovares2-120/+209
joints. This will change quite drastically, however it's fun to play with. * To play with this you must link your prim before setting it physical, otherwise they won't link in the physics engine properly. This will also be fixed. * Currently the linked prim are extremely unstable because I have yet to implement combining of forces with the same normal. This will also be fixed. In fact, the whole PhysicsActor, ODEPrim relationship will be reworked to consider groups from the get-go. * This implementation is better then it crashing your sim, so I'm commiting it for now.
2008-02-29* Fixed Cylinder mass formula using diameter instead of radius.Teravus Ovares1-2/+2
2008-02-29* killed a 'new mass' debug line.Teravus Ovares1-1/+1
2008-02-29* ODEPlugin Teravus Ovares1-1/+207
** Added more realistic calculations of mass for the rest of the supported prim shapes+holes+cuts+tapers. Previously they were the generic height * width * length. Spheres roll (Angular velocity) more realistically, etc.
2008-02-24* Adds unit test glue to the OdePlugin.Teravus Ovares1-0/+99
* Adds one unit test. CreateAndDropPhysicalCube. * More unit tests will be done * Let me know if this breaks Linux build..
2008-02-23* Made Physics updates a teensy bit more responsive. A previous CPU ↵Teravus Ovares1-1/+5
optimization of mine slowed the speed of updates using the 'poll' method in certain circumstances.
2008-02-23* One more fix to the selected featureTeravus Ovares1-1/+1
* Don't act immediately on a physical prim unless it's moving. * This helps when you're trying to make a box stack and you select the bottom most box.
2008-02-23* Added Support within the ODEPlugin for Selected. Which means that;Teravus Ovares3-34/+251
* 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.
2008-02-21* A few additional null checks in the Physics Scene and PhysicsActor so we ↵Teravus Ovares1-2/+4
don't try to enumerate dead null ODECharacter objects when things get *really* slow.
2008-02-20Minor cleanup.Jeff Ames2-24/+11
2008-02-19* This patch adds Prism support to the Meshmerizer. Prism is one of the ↵Teravus Ovares1-0/+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.
2008-02-18ODE: Tired of floating above the ground after crossing a border? Boy have I ↵Teravus Ovares2-3/+4
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!
2008-02-17* Last bit of cleanup now. As long as you keep physical prim off, you ↵Teravus Ovares1-11/+13
should have a reasonably stable experience with ODE again. * Physical prim at the simulator edge still seems to have the occasional issue.
2008-02-17* Various ODE CleanupsTeravus Ovares2-64/+83
2008-02-17* Disabling physical prim crossings until they get a bit more stable.Teravus Ovares1-7/+7
2008-02-17* Fixed the Ghost physical hull on deleting a physical Prim Teravus Ovares1-61/+75
* Fixed a deadlock when there is an exception in the collision and stepping parts of Simulate.
2008-02-17* Located and destroyed the weird velocity and rotation transfers. It ↵Teravus Ovares2-9/+21
turned out to be that the Static PhysicsVector.Zero was transferring velocities between all non fixed objects. Not so static after all :(. Finding it was cruel and unusual punishment from the CLR. * Therefore, when you run through a pile of prim you won't see things rotate when they're not supposed to anymore. * Avatars don't float off either.