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2007-11-28* Restaring the sim works fine in grid mode now. Sims announce themselves ↵Teravus Ovares1-4/+18
to their neighbors when they start up. Neighbors get this message and tell their agents that there's a new sim up. * Certain unrecoverable physics based crashes in ODE are now hooked up to the 'restart the sim' routine.
2007-11-21* Did some initial work for prim crossing. Just glue so far.Teravus Ovares1-1/+1
* Added the child_get_tasks OpenSim.ini flag for testing the UDP packet sending code and packet throttler. This flag gets purposely disabled in grid mode. This flag also has the consequence that you can see the prim in neighboring regions without going into them. Be warned, this causes tons of dropped packets.
2007-11-20*Huge* structural changes in ODE/OdePrim to get all of the calls in ↵Teravus Ovares1-312/+349
threadlocked code. ODEPrim was almost completely re-written. Copy/Space test needed.
2007-11-19Tweaked for a possibility of 10 elements.Teravus Ovares1-1/+1
2007-11-19* Added noisy debug information on the Verbose console to help debugging ↵Teravus Ovares1-0/+20
oddly placed prim.
2007-11-19* Space allocation fix for prim outside region. >256 & <0.Teravus Ovares1-0/+12
2007-11-19Fixed - outside of bounds error.Teravus Ovares1-1/+1
2007-11-19* Split space array structure into a two dimentional array instead of a ↵Teravus Ovares1-27/+38
single one. Once again. Should help debugging space/copy issues.
2007-11-19Added medium debug information to Verbose mode of the console about ↵Teravus Ovares1-7/+72
Prim/space movements. Should help make sense of the copy prim bug. Use for Pastebin. :D
2007-11-18* Copy/SpaceBorder Fix attempt number 3, hopefully the lastTeravus Ovares1-11/+21
2007-11-18* 2nd attempt to fix the Spaceborder/copy bugTeravus Ovares1-1/+6
2007-11-18* Tentative Bug fix for OptikSL's intermittant Copy prim error.Teravus Ovares1-13/+23
2007-11-17* Fix Null comparison for MonoTeravus Ovares1-2/+2
2007-11-17* Fixed space related SimCrasher ODE error when a prim disables itself ↵Teravus Ovares1-0/+37
because it's out of bounds and user moves it back into the space.
2007-11-17Out of a fog of alcohol and adenovirus, I present - POS!dan miller1-1/+1
EXTREMELY basic collision detection; walk on prims don't rotate anything do not feed or annoy POS YMMV
2007-11-17* ODEPlugin Thinned the avatar out to average SL thin-ness. There's more ↵Teravus Ovares1-2/+4
work to be done on this, however, avatar will have a lot less difficulty getting into tight spaces/prim cuts
2007-11-17* ODEPlugin - fixed issue where resizing prim causes the prim's collision ↵Teravus Ovares1-2/+18
box to no longer be matching the client's view of where it should be.
2007-11-16* Resolved the situation where prim is loaded from storage and when pushed ↵Teravus Ovares1-1/+1
never stops.
2007-11-16* Trying a space/collision optimization technique in ODE. Let me know if ↵Teravus Ovares1-16/+39
you see a difference.
2007-11-16fixed some AssemblyInfo filesJeff Ames1-2/+2
2007-11-16* ODE step two on the way to separate dynamic space allocation ( One more to ↵Teravus Ovares1-50/+114
go )
2007-11-15* ODE - Started the refactoring process to allow breaking up the scene into ↵Teravus Ovares1-97/+146
smaller spaces * ODE - No new visible speed improvements yet. From the coding side, the beginnings of dynamic space calculation..
2007-11-14* ODE removes an unnecessary lock.Teravus Ovares1-3/+2
2007-11-14* Removes the console enumeration errors on sim start.Teravus Ovares1-10/+20
2007-11-14* Should help avatar climb steps betterTeravus Ovares1-22/+54
* Reduced ground friction when an avatar is moving * Followed Dan's advice and moved the walk/run movement controller to target_velocity instead of on the total movement * Reduced PID_D power by 1/5th (80) * More avatar movement tweaks.
2007-11-13* Fixed the walk vs fall animation.Teravus Ovares1-2/+66
* Tweaked a few things
2007-11-13* Added AV Height Glue & Avatar Height stored on m_AVHeight in ScenePresence Teravus Ovares1-22/+43
* Added glue to send it to the Physics Engines (in meters) * ODE Initial implementation of Avatar Height :D Change your height and not get all knee bendy
2007-11-12* Implemented Walk Vs Run in ODE. Also helps make the walk look smoother.Teravus Ovares1-2/+25
* All thanks to unimplemented packet listing :D
2007-11-12* Added a lot of Glue to help with reporting proper collisions.Teravus Ovares1-17/+93
* ODE - Fixed the iscolliding property to report a static true when colliding. * Added reporting of collisions to call UpdateMovementAnimations * Added Jump - air animation (with arms outstretched). * Added Fall Animations * ODE - Added a small amount of X, Y motion control while jumping or Falling * ODE - Avatar movement animations are still a bit odd sometimes, and had to get this up there.
2007-11-12fix compile issue on monoSean Dague1-1/+1
2007-11-12* Sets ZeroMesher as default. (If you want to cut and hollow, you'll need ↵Teravus Ovares1-3/+20
to uncomment the Meshmerizer in OpenSim.ini) * Fixes a geometry issue in ODE when using ZeroMesher
2007-11-10removed OdePlugin/Meshing directoryJeff Ames6-1522/+0
2007-11-10* Moves the Meshmerizer to a separate pluginTeravus Ovares1-11/+20
* Experimental. Linux Prebuild needs testing. * One more update after this to remove the ODEMeshing directory....
2007-11-10* ODE Fixed annoying bug where resizing causes there to be a 'ghost' prim ↵Teravus Ovares1-1/+2
left that blocks your way.
2007-11-09* Added an internal throttle on ODE physics updatesTeravus Ovares1-3/+29
* Added a ThrottleUpdates member to PhysicsActor to expose 'throttle' ability to the Scene. * Updated the ode.dll file with a fix to invalid data passed to ODE's heightfield collision calculator.
2007-11-09* Moved BulletX off of the 'constant terse update' method. It now only ↵Teravus Ovares1-4/+11
sends terse updates when needed. * Removed the 'constant poll method' from SceneObjectPart.cs - It was bad :P * Updated some Masses in ODE to help large prim slow down by friction easier.
2007-11-08* Stopped printing the prim's X cordinate difference from the last movement ↵Teravus Ovares1-1/+1
on the Console.
2007-11-08* Fixed occasional character drift caused by sim not sending the avatar's ↵Teravus Ovares1-15/+78
final resting velocity. * Added Smooth moving prim * Added event to PhysicsActor RequestPhysicsterseUpdate to allow physics plugins to be able to schedule a terse update.
2007-11-08* Added Rotational Velocity reporting for Client Interpolation to Terse UpdatesTeravus Ovares1-10/+44
* Added Angular Velocity reporting for smooth-ish rotations on object collisions
2007-11-06* fix for Bug 563Teravus Ovares2-2/+9
* fix for ODE geoms not getting disposed of properly when resizing.
2007-11-05physical prims dan miller1-75/+452
2007-11-05adding missing ODE files for meshdan miller4-0/+841
2007-11-05prim cuts in ODEdan miller3-460/+333
Much thanks to Gerhard! Merged with Darok's recent changes re: physical prims
2007-11-03Changes in BulletXPlugin: Added new class BulletXActor class inherits from ↵darok1-1/+18
PhysicsActor and it's the ancestor for BulletXCharacter and BulletXPrim.Physical modifications: Changes for pass the value of Physical flag in the SceneObjectPart class to the Physics engines. New call for AddPrimShape so it has a new parameter called "isPhysical". The old call will be obselete soon (i believe). PhysActor and its descendants have a new property called IsPhysical. By the way no new special funcionallity added. It's more like preparing the way for new modifications.
2007-10-31made illogical bitwise operations logicalJeff Ames1-3/+3
2007-10-31Thank you Teravus, very much, for a 'jump', 'crouch' and 'inertia' patch for ↵Charles Krinke1-34/+98
all three physics plugins.
2007-10-30temporary fix for sitting collisions in ODEJeff Ames1-1/+1
2007-10-30* Optimized usingslbsa714-357/+267
* Shortened type references * Removed redundant 'this' qualifier
2007-10-29as per the "Filesystem cleanup for OpenSim repository" mailing list thread. ↵MW2-2/+2
Have flattened the OpenSim.Framework project/namespace. The problem is that the namespace is still wrong as its "OpenSim.Framework" while the directory is "OpenSim\Framework\General" , so we need to decide if we change the directory or correct the namespace. Note this has lead to a big flat project, but I think a lot of the files we most likely don't even use any longer. And others belong in other projects/namespaces anyway.
2007-10-29should help with ODE bounce on region crossdan miller1-8/+18