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ODEPrim, for instance, always hits this code path twice at the moment
Firstly before any sculpt data has been loaded (hence the spurious message)
Secondly when any sculpt data has been loaded or failed to load (when the message would be valid).
Hence comment this out and rely on the message in ODEPrim.MeshAssetReceived() instead
(though this is not ideal since it requires all physics plugins to copy/paste similar code).
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automatically turns off any logging enabled between tests
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have an AssemblyInfo file.
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ODEPrim.MeshAssetReceived() callback.
Presumably this is now more useful if the false positive from the old method of loading mesh assets have been eliminated.
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exception.
In some cases (such as failure to receive response from asset service), it is possible for a null to be returned from IAssetService.Get(string, object, AssetRetrieved).
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Keep methods private unless they need to be opened up to external callers. Reduces analysis complexity.
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OdePrim.BadMeshAssetCollideBits that monodevelop inserted automatically
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Fix spelling of collide, change to more self-documenting property BadMeshAssetCollideBits, add method doc, change to private to reduce code analysis complexity
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the defaul basic box so they don't go off world.
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assets behave like phantom by Nebadon request
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Signed-off-by: Melanie <melanie@t-data.com>
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No Avatar Avatar Collisions. This causes avatar to be able to walk through each other as if they're ghosts but still interact with the environment.
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'pushability' av_planted see OpenSimDefaults.ini. Use when you have unruly visitors that rudely push each other around. Still allows a small amount of movement based on the avatar movement PID controller settings. You can increase the spring tension in the PID controller and really prevent any movement if you would like.
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This introduces expected contact point hints to the ODE Collider to better determine when to throttle updates as excessive. This /should/ smooth physics objects out again, however, I cannot know every configuration of OpenSimulator, so I'm requesting that testers please examine this change on their build.
Thanks!
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to control the reporting of a new angular velocity. I think that this could be here for one of two reasons, 1. vehicles and llMoveToTarget with axis lock, or 2. To attempt to make things look more stable in the physics scene then they really are, however, this also really affects the angular velocity reporting negatively causing things to spin wildly and jump back into place repeatedly. To compromise, if the prim is a vehicle or is being used as a motor target, the original functionality is still applied. If that's not the case, angular velocity is reported with a linear velocity of 0.02m/step. To be clear on the effect of the physical world... When you push things, there's still a lag time where you walk into the object but once the object is in motion, it begins to move as you would expect so results in slightly more realistic motion.
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is always IntPtr.Zero and contacts returned always have a valid geometry.
Possibly this was for a feature that was never implemented or was otherwise removed.
Thanks to SignpostMarv for the spot of the warning that shows this parameter was never changed.
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Fixes exception that happens when shutting down region (improvements from last patch)
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rather than outside to avoid a very occasional race condition with the stat collection thread
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_collisionEventPrimChanges to m_collisionEventActorsChanges to reflect their actual contents.
These dictionaries handle all actor types, not just physical prims.
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reporting on logout, rather than stopping clearing their collision events.
This occurred in b18c8c8 (Thu May 17 2012).
This was a cause of very occasional race conditions and likely memory leakage as clients came and went from the region.
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These will act as a sanity check with the main scene stats, to show that physics scene entities are being managed properly.
Total prims will not match scene total prims since physics total does not include phantom prims
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possible. All subsequent code is only relevant if there are contacts.
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native spaces or geom collision code
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millisecond optional stats
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Unnecessary since this has now been broken down into space collisions and geom collisions
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listeners in physics frames
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physics stat
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and geom collision stats
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contacts per collision and this is what is actually being measured.
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standing on a prim.
This has already been added earlier on in the method.
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the first 25 that had non-zero collision scores.
Also zeros collisions scores on all prims after report collection, not just the top 25.
As before, this collision scores are only reset after a report is requested, which may give unrealistic numbers on the first request.
So to see more realistic scores, ignore the first report and then refresh the request after a couple of seconds or so.
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arbitrary stats.
If active, the physics module can return arbitrary stat counters that can be seen via the MonitoringModule
(http://opensimulator.org/wiki/Monitoring_Module)
This is only active in OdeScene if collect_stats = true in [ODEPhysicsSettings].
This patch allows OdeScene to collect elapsed time information for calls to the ODE native collision methods to assess what proportion of time this takes compared to total physics processing.
This data is returned as ODENativeCollisionFrameMS in the monitoring module, updated every 3 seconds.
The performance effect of collecting stats is probably extremely minor, dwarfed by the rest of the physics code.
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some local variables in line with code conventions. Add commented out EQG log lines for future use.
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unsubscribe from collisions, in order to avoid a race condition.
Since this is done directly from ScenePresence, it can lead to a race condition with the simulator loop.
There's no real point doing it anyway since the clear will be done very shortly afterwards by the simulate loop and either there are no events (for a new avatar) or events don't matter (for a departing avatar).
This matches existing behaviour in OdePrim
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from ODEPrim.SetGeom.
This occurred in 7a574be3fd from Sat 21 Apr 2012.
This should fix collision detection.
Mnay thanks to tglion for the spot and the fix in http://opensimulator.org/mantis/view.php?id=5988
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disableBody() sets Body == IntPtr.Zero on all code paths.
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prim_geom == IntPtr.Zero only before a new add prim taint is processed (which is the first taint) or in operations such as scale change which are done in taint or under lock.
Therefore, we can remove these checks which were not consistently applied anyway.
If there is a genuine problem, better to see it quickly in a NullReferenceException than hide the bug.
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position as well as the body position
This is necessary to stop the moved prim snapping back to the original position on deselection if moved only once
This resolves http://opensimulator.org/mantis/view.php?id=5966
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(sqrt(2)) rather than doing it multiple times on every move.
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