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2009-10-19Forgot {} on last commit.Diva Canto1-0/+2
2009-10-19More instrumentation in physics.Diva Canto1-0/+2
2009-10-19Formatting cleanup.Jeff Ames2-3/+3
2009-10-18A bit of instrumentation to figure out what's going on with physics actors.Diva Canto2-1/+14
2009-10-16* One more tweak to inform the user that they may not be able to move until ↵Teravus Ovares (Dan Olivares)1-1/+1
relogging.
2009-10-16* After seeing it repeat over and over again.. again, We won't inform the ↵Teravus Ovares (Dan Olivares)1-1/+1
scenepresence that there was an issue so it doesn't try to make the capsule again. I have a feeling that this is some kind of object leak. We'll know for sure.. soon.
2009-10-16* One more attempt at the NullRef In The OdePlugin. This might fix it, but ↵Teravus Ovares (Dan Olivares)2-1/+22
it will definitely get us closer to the root cause.
2009-10-16* Added a message for when the null reference exception occurs to make ↵Teravus Ovares (Dan Olivares)1-3/+4
debugging easier. Without this, from the user's perspective.. they cannot move, fly or otherwise do anything physical and without a message on the console, it would be hard to tell that this is what is occurring.
2009-10-16* A hacky attempt at resolving mantis #4260. I think ODE was unable to ↵Teravus Ovares (Dan Olivares)1-2/+22
allocate memory, and therefore the unmanaged wrapper call fails or worse.. there's some unmanaged resource accounting in the ODEPlugin for ODECharacter that isn't being done properly now. * The broken avatar may not be able to move, but it won't stop simulate from pressing on now. And, the simulator will try to destroy the avatar's physics proxy and recreate it again... but if this is what I think it is, it may not help.
2009-10-12Optimize ODE mesh by removing sleep. On a region with 100,000 prims and ODE ↵unknown1-1/+1
enabled, the first Heartbeat loop call to UpdatePhysics takes 20 minutes. 75% of that time is spent in this sleep. (100k prims * 10ms)
2009-10-10* comment out the velocity test, using updates every 500 ms as set in ↵Teravus Ovares (Dan Olivares)1-0/+3
ScenePresence.AddToPhysicalScene. * This causes time to be counted in ODECharacter and, when a collision occurs, the physics scene will report the collisions only if the the difference of last time it reported the collisions from now was more then the set ms. * This is cool because the time accrues while collisions are not taking place and when they do take place again, you get an immediate update.
2009-10-10* Make ODECharacter respect the scene's requested collision update timeTeravus Ovares (Dan Olivares)2-2/+14
* Set the Scene collision update time to 500 ms
2009-10-05minor: remove mono compile warningJustin Clark-Casey (justincc)1-5/+2
2009-10-05Eliminate pinned Mesh data on managed heap by using IntPtrs to memory ↵Dan Lake1-7/+6
allocated on the unmanaged heap. This prevents fragmentation of the managed heap and the resulting stress on GC. A region with ~150,000 prims using ODE and Meshmerizer saw memory remain flat around 1.2GB as opposed to 1.5GB and continually growing due to pinned memory. This patch complements the unique mesh dictionary patch applied to Meshmerizer but is independent. The net effect is a 60-75% reduction in memory for our largest regions.
2009-10-01Formatting cleanup.Jeff Ames2-6/+6
2009-09-24Meshmerizer stores dictionary of unique Meshes keyed on construction ↵Dan Lake1-14/+3
parameters. CreateMesh() returns a Mesh from the dictionary or creates a new Mesh if it has not been created before. Meshes are never purged from the dictionary. The raw Mesh data is discarded once the memory is pinned for ODE use. All copies of the same prim/mesh use the same pinned memory. ONLY IMPLEMENTED AND TESTED WITH MESHMERIZER AND ODE Signed-off-by: dahlia <dahliaTrimble@gmailDotCom>
2009-09-18Alternate algorithm for fixing avatar capsule tilt (Mantis #2905)nlin1-60/+72
Eliminate dynamic capsule wobble. Instead introduce a small, fixed tilt, and allow the tilt to rotate with the avatar while moving; the tilt always faces away from the direction of avatar movement. The rotation while moving should eliminate direction-dependent behavior (e.g. only being able to climb on top of prims from certain directions). Falling animation is still too frequently invoked. Ideally the tilt should be completely eliminated, but doing so currently causes the avatar to fall through the terrain.
2009-09-09Add test to check behaviour if an iar is loaded where no user profile exists ↵Justin Clark-Casey (justincc)1-16/+6
for the creators Disable generation of temporary profiles for now, instead record loading user as creator
2009-09-04* Fix for GetTerrainHeightAtXY to make it compatible when ↵Teravus Ovares (Dan Olivares)1-3/+4
Constants.RegionSize isn't 256
2009-09-04* Fixes the function 'GetTerrainHeightAtXY'Teravus Ovares (Dan Olivares)1-16/+26
2009-09-02* One last attempt to get the bordercrossing/primcrossing/attachmentcrossing ↵Teravus Ovares (Dan Olivares)1-1/+72
right in the new border framework. * This also contains some inactive preliminary code for disconnecting combined regions that will be used to make one root region a virtual region of a new root region.
2009-09-02Thank you, dslake, for a set of patches to improve OpenSim startupMelanie3-5/+15
and idle performance.
2009-08-26Formatting cleanup, minor refactoring.Jeff Ames1-4/+0
2009-08-21* It turns out that Physics heightmap values were being stored in managed ↵Teravus Ovares (Dan Olivares)1-22/+27
memory in _heightmap and using multiple heightmaps caused them all to overwrite each other and the last one was the heightmap for all of the regions. This fixes that. It also reduces the terrain resolution to half.
2009-08-20* Fixes Terrain issues with combined regions.Teravus Ovares (Dan Olivares)2-74/+137
2009-08-18* Some Physics Scene Changes to prepare for larger regionsTeravus Ovares (Dan Olivares)3-51/+58
2009-08-17Did I say that i don't like git? Remove some stuff that shouldn't haveMelanie1-30/+8
gone in.
2009-08-17Add System.Xml reference to the console projectMelanie1-8/+30
2009-08-16Misc cleanup.Jeff Ames1-9/+4
2009-08-15* part one of adding physics combiningTeravus Ovares (Dan Olivares)1-0/+9
2009-08-13Formatting cleanup. Fix some compiler warnings.Jeff Ames1-6/+4
2009-08-08* Fix one physics crash for regions larger then 512mx512mTeravus Ovares (Dan Olivares)1-1/+4
2009-08-07This is the second part of the 'not crash on regionsize changes'. This ↵Teravus Ovares (Dan Olivares)3-4/+4
lets you configure region sizes to be smaller without crashing the region. I remind you that regions are still square, must be a multiple of 4, and the Linden client doesn't like anything other then 256. If you set it bigger or smaller, the terrain doesn't load in the client, the map has issues, and god forbid you connect it to a grid that expects 256m regions.
2009-08-07* Remove hard coded 256 limitations from various places. There's no more ↵Teravus Ovares (Dan Olivares)3-13/+42
256m limitation within the OpenSimulator framework, however, the LLClient ClientView does not support regions larger then 256 meters so, if you try and make your region larger by setting Constants.RegionSize = 512; in OpenSim.Framework.Constants.cs, the terrain will not display on clients using the LLUDP protocol
2009-08-05* Remove some mono compiler warningsJustin Clark-Casey1-1/+2
2009-07-23Formatting cleanup.Jeff Ames1-2/+2
2009-07-22* Whoops, forgot the water heightfield.Teravus Ovares2-2/+5
2009-07-22* Exclude heightfield geom from the raycast test. Teravus Ovares2-1/+70
* Fixes mantis #3922
2009-07-21* nothing in this commit, re-triggering panda.. which crashed while testing.Teravus Ovares1-1/+1
2009-07-21* Fixed a case where a prim was a NullPhysicsActor instead of an OdePrimTeravus Ovares1-72/+100
* Commented logic that wasn't being used. * This should fix the errors in OdeScene.near
2009-07-19* Created a way that the OpenSimulator scene can ask the physics scene to do ↵Teravus Ovares2-1/+317
a raycast test safely. * Test for prim obstructions between the avatar and camera. If there are obstructions, inform the client to move the camera closer. This makes it so that walls and objects don't obstruct your view while you're moving around. Try walking inside a hollowed tori. You'll see how much easier it is now because your camera automatically moves closer so you can still see. * Created a way to know if the user's camera is alt + cammed or just following the avatar. * Changes IClientAPI interface by adding SendCameraConstraint(Vector4 CameraConstraint)
2009-07-16Revert the nonessential part of r10033 to restore sanity to trampolinesMelanie Thielker1-4/+6
2009-07-16* Tweaking collision reporting a little more in ScenePresence to not check ↵Teravus Ovares1-2/+2
if the collisions will affect health if the avatar is invulnerable. (saves 3 loops)
2009-07-15Fix for avatar falling through terrain when av_capsule_tilted=false, Mantis ↵nlin1-8/+78
#2905 This fix re-introduces a small tilt into the capsule to prevent avatar falling through terrain. Re-introduction of the tilt means that some direction-dependent behavior when walking over prims, but I have tried to minimize this. Additionally this commit allows the capsule to wobble slightly when being pushed around the terrain. This should make walking over prims easier, as the capsule can wobble and glide diagonally over the prim's edge, instead of rigidly being stopped vertically against the prim's face.
2009-07-14Thank you, Twitch, for a patch to restore mayhem and murder to OpenSimMelanie Thielker1-6/+6
Fixes Mantis #3888
2009-07-08Experimental fix for tilted avatar capsule, Mantis #2905nlin2-7/+29
Set av_capsule_tilted to false in opensim.ini. Default is true, so there is no change in avatar behavior (and no breaking of existing content which relies on the tilted capsule). This commit straightens up the avatar capsule so it behaves consistently (e.g. same collision behavior against prims regardless of which direction the avatar is coming from; ability to fit through narrow doorways). Please note this introduces other side effects which have not been fixed. In particular: * The avatar frequently falls through the terrain if it is not flat, though the avatar behaves pretty well on flat terrain. This requires investigation of the ode terrain collider. * The apparent foot position of the avatar with respect to the ground is changed. This requires investigation of the avatar height/capsule height. Please consider this as work in progress.
2009-06-25- fixes a "collection out of sync" exception in the ODE physicsDr Scofield2-36/+53
engine, caused by an "avatar infinite position" occurring under heavy load. - fixes "value too small" exception in ChatModule
2009-06-19Properly reset a vehicle's status to VEHICLE_TYPE_NONE when requestedMelanie Thielker1-0/+1
2009-06-10From: Alan Webb <alan_webb@us.ibm.com>Dr Scofield1-2/+2
Eat collision errors --- NOTE: this fix might be naive, it seems to have helped us getting to 81 avatars (whereas we'd crash with 20 before), but it sure would benefit from some check-over by a person skilled in the art of ODE physics.
2009-06-10Formatting cleanup.Jeff Ames4-7/+7