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* Implement the plumbing for llSetVehicleType from the LSLCharles Krinke2008-09-282-0/+12
| | | | | | subroutine down through the physics modules through PhysActor and SceneObjectPart. No connection to the physics simulators.
* Added the plumbing for llSetVehicleRotationParamCharles Krinke2008-09-282-0/+11
| | | | | | in the classes between the LSL implementation and the underlying physics engines.
* Plumb the connection though from llSetVehicleVectorParamCharles Krinke2008-09-282-6/+14
| | | | | | | to the various physics engines. No connection to the underlying physics simulator yet, just plumbing through the various classes.
* Plumb the connection through from llSetVehicleFloatParamCharles Krinke2008-09-282-0/+12
| | | | | | | to the various physics engines. No connection to the underlying physics simulator yet, just plumbing through the various classes.
* Disabled use of ODE internal geometry to see if it affects the "waves ↵Dahlia Trimble2008-09-221-12/+12
| | | | finger" error
* ODE was using a box collision shape for some spheres - changed those cases ↵Dahlia Trimble2008-09-211-2/+3
| | | | to now use a mesh instead.
* Update svn properties, minor formatting cleanup.Jeff Ames2008-09-211-2/+2
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* re-enabled some ODE internal proxies for some simple prim types to try to ↵Dahlia Trimble2008-09-192-50/+70
| | | | save some more memory
* * Make the ode simulation update loop print out the stack if an exception ↵Justin Clarke Casey2008-09-181-1/+1
| | | | occurs (at least, this is what will happen on linux)
* XEngine: fix collisions, add event coalescing for collision events.Melanie Thielker2008-09-181-6/+4
| | | | | | | Fix a nasty concurrency issue that could cause a high event frequency to start more than one thread pool job for a single script.
* * This is the fabled LibOMV update with all of the libOMV types from JHurlimanTeravus Ovares2008-09-064-80/+74
| | | | | | | * This is a HUGE OMG update and will definitely have unknown side effects.. so this is really only for the strong hearted at this point. Regular people should let the dust settle. * This has been tested to work with most basic functions. However.. make sure you back up 'everything' before using this. It's that big! * Essentially we're back at square 1 in the testing phase.. so lets identify things that broke.
* ODEPlugin now frees source mesh data after conversion to pinned lists to ↵Dahlia Trimble2008-08-271-0/+2
| | | | save memory
* Formatting cleanup.Jeff Ames2008-08-182-89/+81
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* Re-enables testing for config option mesh_sculpted_prim which was ↵Dahlia Trimble2008-07-252-28/+35
| | | | inadvertently disabled in a prior modification (oops) :)
* * Fix the ODEPlugin unit testTeravus Ovares2008-07-251-3/+3
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* Changed application of constant forces to after PID force is applied. ↵Dahlia Trimble2008-07-241-3/+7
| | | | llSetForce() should behave identical to the Linden implementation now.
* Implements llSetForce() and llGetForce(). These are experimental and the ↵Dahlia Trimble2008-07-242-3/+8
| | | | units may not match the Linden implementation.
* refactor - commenting out needsMeshing() and all references as createMesh() ↵Dahlia Trimble2008-07-182-179/+297
| | | | has the same logic and obsoletes the need for it.
* Passes prim physical status to mesher from physics pluginsDahlia Trimble2008-07-122-3/+3
| | | | | | | Small prims now get a full mesh if they are physical Fixed a logic bug that was preventing many prim meshes from having excess memory cleaned up Switched to more conservative method of vertex and triangle list trimming to prevent possible crash
* Overloads CreateMesh method of interface IMesher to pass prim physical ↵Dahlia Trimble2008-07-121-1/+1
| | | | status to mesher
* dr scofield's warnings safari:Dr Scofield2008-06-273-21/+22
| | | | | | * commenting out unused variables
* Minor formatting cleanup.Jeff Ames2008-06-251-16/+17
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* Changes selection criteria to allow meshing of more sphere prim configurations.Dahlia Trimble2008-06-211-1/+4
| | | | | Adds comments to some functions in Meshmerizer.cs.
* * Patch from nlin to enable DIF state file writing from the ODEPluginTeravus Ovares2008-06-201-0/+28
| | | | | | * Rebuilt libode.so, ode.dll * If you roll your own ODE library, make sure to update your opensim-libs.
* * Added a check for a non-finite heightfield array value passed to the ↵Teravus Ovares2008-06-041-0/+9
| | | | ODEPlugin. This may, or may not fix anything.
* * While I couldn't reproduce it, I was able to see how it *might* happen, so ↵Teravus Ovares2008-06-021-2/+5
| | | | therefore; fix to: 0001058: Physics crash when changing Type of Prim intersecting with ground.
* * Applying Dahlia's interim path curve patch. it adds initial support for ↵Teravus Ovares2008-05-291-0/+19
| | | | | | | | | some tori/ring parameters. Thanks Dahlia! * Some situations do not match the client's render of the tori, we know and are working on it. This is an initial support patch, so expect it to not be exact. * Some tapers are acting slightly odd. Will fix.
* * Adds Top Colliders when using ODE. Access it from the estate tools/debug tab.Teravus Ovares2008-05-253-2/+34
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* * Releases Pinned vertex/index list in ODE on next mesh request.Teravus Ovares2008-05-251-2/+15
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* Formatting cleanup, minor refactoring. Fixed some comparisons of value ↵Jeff Ames2008-05-181-53/+46
| | | | types and null.
* Formatting cleanup.Jeff Ames2008-05-171-133/+21
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* * This finishes the ODE options section of the OpenSim.ini.example. I've ↵Teravus Ovares2008-05-162-40/+100
| | | | | | | | added 44 configurable options! * This includes if you want to mesh sculpties and the Level of detail on the sculptie meshing for non physical and a separate LOD on physical sculpties. * The options range from gravity.. to avatar movement speed, to friction management.. to object density.. to update throttling.
* Formatting cleanup.Jeff Ames2008-05-163-284/+212
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* * Adds various tweakable avatar control options to the OpenSim.ini.example.Teravus Ovares2008-05-152-41/+70
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* * Added about half of the planned ODE physics options to OpenSim.ini.example.Teravus Ovares2008-05-153-61/+133
| | | | | * Some will do cool things, some will make your scene explode dramatically if you're not careful.
* * Got rid of an old crufty sleep that was being called. Thanks for your ↵Teravus Ovares2008-05-151-1/+1
| | | | | | | support in load testing Adam's simulator was what pointed this old crufty sleep out. * Please, we need more load tests with profilers running. :D
* * Refactored IConfigSource into Physics plug-ins and Scene. We can get rid ↵Teravus Ovares2008-05-142-2/+7
| | | | | | | of some of the parameters we pass to it's constructor now like, 'm_allowPhysicalPrim', 'seeIntoOtherRegions', etc.. so on * The main purpose of this is to provide configuration options for ODE and other physics plug-ins that are advanced enough to be able to be configured.
* More formatting cleanup.Jeff Ames2008-05-141-2/+2
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* Formatting cleanup.Jeff Ames2008-05-141-3/+2
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* * Removed ODELock message since it wasn't telling us anything important and ↵Teravus Ovares2008-05-081-1/+1
| | | | | | | people seemed to think it was the cause of their issues rather then a message to help locate a situation where physics stalls for a second and then kicks. * This was simply a message added when an avatar was added/removed from the scene.
* * Reduced sleep durations in a number of files.Adam Frisby2008-05-081-3/+0
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* * If you llApplyImpulse on an attachment, it applies impulse on the avatar, ↵Teravus Ovares2008-05-062-6/+17
| | | | not the attachment.
* * For your fragging desire, damage enabled land works, but watch out!, life ↵Teravus Ovares2008-05-031-1/+3
| | | | does not regenerate until you're dead!
* * Committing some collision stuffs that I'm working on.Teravus Ovares2008-05-033-87/+206
| | | | | * Nothing user facing yet.
* Update svn properties. Minor formatting cleanup.Jeff Ames2008-05-011-21/+9
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* * ODE Tweak. See if this helps.Teravus Ovares2008-05-011-71/+23
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* * Single Attachments now work from inventory. You can attach from inventory ↵Teravus Ovares2008-04-271-16/+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.
* * Tuned the llMove2Target PID controller to be more reasonable and not ↵Teravus Ovares2008-04-241-8/+24
| | | | overshoot the target.
* * Adds much better support for attachments that you right click on in world.Teravus Ovares2008-04-241-10/+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.
* * Adds llSetStatus(STATUS_ROTATE_X | STATUS_ROTATE_Y | STATUS_ROTATE_Z,TF)Teravus Ovares2008-04-232-4/+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