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| * simplify operation of OdeScene._perloopContactJustin Clark-Casey (justincc)2011-11-211-45/+51
| * don't bother locking OdeScene._perloopContact in single threaded codeJustin Clark-Casey (justincc)2011-11-211-47/+42
| * don't lock OdeScene.contacts since only ever accessed by a single threadJustin Clark-Casey (justincc)2011-11-211-10/+24
| * rename ODECharacter.AvatarGeomAndBodyCreation() -> CreateOdeStructures() to m...Justin Clark-Casey (justincc)2011-11-211-8/+10
| * 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
* | Merge branch 'master' into bigmergeMelanie2011-11-175-59/+58
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| * 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
* | Merge branch 'master' into bigmergeMelanie2011-11-052-1/+4
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| * Add comment for experimental effect of removing the Thread.Sleep(20) in ODEPr...Justin Clark-Casey (justincc)2011-11-042-1/+4
* | Merge branch 'master' into bigmergeMelanie2011-11-041-2/+25
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| * Stop llPushObject() from causing problems by adding force via a taint rather ...Justin Clark-Casey (justincc)2011-11-041-2/+25
* | Merge branch 'master' into bigmergeMelanie2011-10-301-68/+58
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| * 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
* | Merge branch 'master' into bigmergeMelanie2011-10-271-1/+22
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| * Fix a bug I introduced yesterday in ODE physics where prim scripts would only...Justin Clark-Casey (justincc)2011-10-271-1/+22
* | Merge branch 'master' into bigmergeMelanie2011-10-263-28/+19
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| * 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
* | Merge commit '4241ee5dfab99d4e247624a2f368a8a931d2e54c' into bigmergeMelanie2011-10-251-5/+3
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| * very minor removal of old commented out line of code in OdeSceneJustin Clark-Casey (justincc)2011-10-211-5/+3
* | Merge commit '30fe66d3ab534422407415817b570a66096c543b' into bigmergeMelanie2011-10-251-3/+0
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| * remove unnecessary null check on _collisionEventPrimJustin Clark-Casey (justincc)2011-10-201-3/+0
* | Merge commit '9c430208769ab7fd7877093e278e8fcae02ecef3' into bigmergeMelanie2011-10-251-22/+23
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| * Get OdeScene to use passed in time step rather than hard-coded 0.089Justin Clark-Casey (justincc)2011-10-201-22/+23
* | Merge commit 'b63ec987b0a1692da4c5e84facf0ea149d4cfe90' into bigmergeMelanie2011-10-252-13/+5
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| * For now, stop passing timeStep into methods where it's not actually used.Justin Clark-Casey (justincc)2011-10-202-13/+5
* | Merge commit '581885da75c57250201b34e2d585d32c8f07089a' into bigmergeMelanie2011-10-251-0/+6
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| * Temporarily put in log lines to record time taken to set terrain in OdeScene.Justin Clark-Casey (justincc)2011-10-181-0/+6
* | Merge commit '03202ada2918c0c0837e8de50e3a0436e4407c91' into bigmergeMelanie2011-10-251-2/+5
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| * Store scene identifier passed in to OdeScene for later debug messagesJustin Clark-Casey (justincc)2011-10-181-2/+5
* | Merge commit '1d4cd76e8a8c64da71fc384ff9c654d7f4f849c1' into bigmergeMelanie2011-10-251-16/+13
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| * Don't bother taking OdeLock during OdeScene construction, since there can be ...Justin Clark-Casey (justincc)2011-10-181-16/+13
* | Merge commit 'f10a824e47549806c1fa647c4e9fba4c8cf6ad13' into bigmergeMelanie2011-10-251-18/+13
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| * Remove unnecessary lock of OdeLock in OdePrim.changeadd()Justin Clark-Casey (justincc)2011-10-181-18/+13