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* refactor: Eliminate one line ODECharacter.doForce() method for code clarityJustin Clark-Casey (justincc)2011-11-211-15/+3
* Comment out calls to OdeScene.waitForSpaceUnlock() since that method does not...Justin Clark-Casey (justincc)2011-11-213-23/+24
* Reduce complexity of OdeScene.Simulate() by fully removing bad characters at ...Justin Clark-Casey (justincc)2011-11-212-70/+29
* move geom/actor map maintenance into DestroyODEStructures()/AvatarGeomAndBody...Justin Clark-Casey (justincc)2011-11-212-10/+9
* When changing avatar size in ODE, remove the old actor from the name and acto...Justin Clark-Casey (justincc)2011-11-212-8/+14
* When an ODECharacter is removed (e.g. when an avatar leaves a scene), remove ...Justin Clark-Casey (justincc)2011-11-212-10/+23
* Have ODECharacter and ODEPrim both use PhysicsActor.Name instead of maintaini...Justin Clark-Casey (justincc)2011-11-212-9/+5
* Instead of generating a new list for bad characters on every physics pass, ke...Justin Clark-Casey (justincc)2011-11-211-3/+12
* Stop OdePrim and OdeCharacter insanely overriding set LocalID to set their ow...Justin Clark-Casey (justincc)2011-11-165-35/+19
* Instead of having scene add/remove collision events directly to the OdeScene ...Justin Clark-Casey (justincc)2011-11-151-20/+38
* use a more efficient dictionary in OdeScene._collisionEventPrim rather than a...Justin Clark-Casey (justincc)2011-11-151-7/+4
* Add comment for experimental effect of removing the Thread.Sleep(20) in ODEPr...Justin Clark-Casey (justincc)2011-11-042-1/+4
* Stop llPushObject() from causing problems by adding force via a taint rather ...Justin Clark-Casey (justincc)2011-11-041-2/+25
* Add taint target velocity for ODECharacters as is already done for ODECharact...Justin Clark-Casey (justincc)2011-10-291-7/+12
* tidy up OdeCharacter so that we just use OpenMetaverse.Vector3 assignment dir...Justin Clark-Casey (justincc)2011-10-291-51/+39
* Move position set from taint to logically better position at top of ODECharac...Justin Clark-Casey (justincc)2011-10-291-12/+12
* Stop setting _position as well as m_taint_position in ODECharacter.PositionJustin Clark-Casey (justincc)2011-10-291-4/+1
* Fix a bug I introduced yesterday in ODE physics where prim scripts would only...Justin Clark-Casey (justincc)2011-10-271-1/+22
* Clear OdeCharacter CollisionEventUpdate when we subscribe or unsubscribe from...Justin Clark-Casey (justincc)2011-10-251-0/+2
* Remove unused fields from CollisionEventUpdateJustin Clark-Casey (justincc)2011-10-252-2/+2
* When sending object collision updates, don't null out and recreate the Collis...Justin Clark-Casey (justincc)2011-10-251-13/+3
* For ScenePresence collision events, instead of creating a new CollisionEvents...Justin Clark-Casey (justincc)2011-10-251-5/+3
* Fix bug where collision event listeners were not removed once the listener ha...Justin Clark-Casey (justincc)2011-10-251-4/+5
* minor: rename a parameter in OdeScene.Simulate() from actor -> prim since it'...Justin Clark-Casey (justincc)2011-10-251-4/+4
* very minor removal of old commented out line of code in OdeSceneJustin Clark-Casey (justincc)2011-10-211-5/+3
* remove unnecessary null check on _collisionEventPrimJustin Clark-Casey (justincc)2011-10-201-3/+0
* Get OdeScene to use passed in time step rather than hard-coded 0.089Justin Clark-Casey (justincc)2011-10-201-22/+23
* For now, stop passing timeStep into methods where it's not actually used.Justin Clark-Casey (justincc)2011-10-202-13/+5
* Temporarily put in log lines to record time taken to set terrain in OdeScene.Justin Clark-Casey (justincc)2011-10-181-0/+6
* Store scene identifier passed in to OdeScene for later debug messagesJustin Clark-Casey (justincc)2011-10-181-2/+5
* Don't bother taking OdeLock during OdeScene construction, since there can be ...Justin Clark-Casey (justincc)2011-10-181-16/+13
* Remove unnecessary lock of OdeLock in OdePrim.changeadd()Justin Clark-Casey (justincc)2011-10-181-18/+13
* minor: method doc to explain a lock of OdeLockJustin Clark-Casey (justincc)2011-10-182-1/+3
* Remove the unused CollisionLocker from ODEJustin Clark-Casey (justincc)2011-10-184-97/+81
* Implement osNpcSit(). This is still in development so don't trust itJustin Clark-Casey (justincc)2011-10-171-0/+1
* reduce access to ODECharacter methods to make code analysis easier. Eliminat...Justin Clark-Casey (justincc)2011-10-152-54/+36
* restrict unnecessary access levels on ODEPrim fields/propertiesJustin Clark-Casey (justincc)2011-10-151-19/+17
* refactor: make methods that do not need to be public in ODE private or intern...Justin Clark-Casey (justincc)2011-10-152-128/+195
* Change hardcoded ODE total frame time to match the default total frame time (...Justin Clark-Casey (justincc)2011-10-141-1/+1
* More method doc and formatting changes. Makes DestroyOdeStructures() privateJustin Clark-Casey (justincc)2011-10-131-6/+10
* refactor: move 3x copy/pasted ode structure removal code in ODECharacter into...Justin Clark-Casey (justincc)2011-10-131-90/+57
* Remove unused local variable i from OdeScene.Simulate()Justin Clark-Casey (justincc)2011-10-051-3/+0
* adjust some whitespace to trigger another build, to check the last failure wa...Justin Clark-Casey (justincc)2011-09-171-2/+2
* Stop the avatar stalling on its first boarder cross when using the ODE pluginJustin Clark-Casey (justincc)2011-09-161-6/+13
* If SP.MoveToTarget has been called with a force walk, begin by landing the av...Justin Clark-Casey (justincc)2011-08-111-1/+5
* Add a OS_NPC_LAND_AT_TARGET option to osMoveToTarget()Justin Clark-Casey (justincc)2011-08-101-0/+2
* Move common gemo/agent map name code into CreateGeom()Justin Clark-Casey (justincc)2011-08-011-11/+5
* Instead of preserving old name in geom_name_map in change size or shape, use ...Justin Clark-Casey (justincc)2011-08-011-7/+3
* comment out unused code in OdeScene.TriCallback()Justin Clark-Casey (justincc)2011-08-011-12/+12
* On geom removal, remove the name from the OdeScene.geom_name_map tooJustin Clark-Casey (justincc)2011-08-011-0/+1