Commit message (Collapse) | Author | Age | Files | Lines | ||
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* | very minor removal of old commented out line of code in OdeScene | Justin Clark-Casey (justincc) | 2011-10-21 | 1 | -5/+3 | |
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* | remove unnecessary null check on _collisionEventPrim | Justin Clark-Casey (justincc) | 2011-10-20 | 1 | -3/+0 | |
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* | Get OdeScene to use passed in time step rather than hard-coded 0.089 | Justin Clark-Casey (justincc) | 2011-10-20 | 1 | -22/+23 | |
| | | | | However, I still don't recommend changing MinFrameTime from 0.089, high values do not work well and lower values don't seem to make much difference | |||||
* | For now, stop passing timeStep into methods where it's not actually used. | Justin Clark-Casey (justincc) | 2011-10-20 | 2 | -13/+5 | |
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* | Temporarily put in log lines to record time taken to set terrain in OdeScene. | Justin Clark-Casey (justincc) | 2011-10-18 | 1 | -0/+6 | |
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* | Store scene identifier passed in to OdeScene for later debug messages | Justin Clark-Casey (justincc) | 2011-10-18 | 1 | -2/+5 | |
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* | Don't bother taking OdeLock during OdeScene construction, since there can be ↵ | Justin Clark-Casey (justincc) | 2011-10-18 | 1 | -16/+13 | |
| | | | | no contention until the object is constructed. | |||||
* | Remove unnecessary lock of OdeLock in OdePrim.changeadd() | Justin Clark-Casey (justincc) | 2011-10-18 | 1 | -18/+13 | |
| | | | | This taint can only ever be processed from the OdeScene.Simulate() loop, which already locks OdeLock. | |||||
* | minor: method doc to explain a lock of OdeLock | Justin Clark-Casey (justincc) | 2011-10-18 | 2 | -1/+3 | |
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* | Remove the unused CollisionLocker from ODE | Justin Clark-Casey (justincc) | 2011-10-18 | 4 | -97/+81 | |
| | | | | Despite its name, this wasn't actually being used in any collision checking | |||||
* | Implement osNpcSit(). This is still in development so don't trust it | Justin Clark-Casey (justincc) | 2011-10-17 | 1 | -0/+1 | |
| | | | | | | | | | Format is osNpcSit(<npc-uuid>, <target-uuid>, OS_NPC_SIT_IMMEDIATE) e.g. osNpcSit(npc, llGetKey(), OS_NPC_SIT_IMMEDIATE); At the moment, sit only succeeds if the part has a sit target set. NPC immediately sits on the target even if miles away - they do not walk up to it. This method is in development - it may change so please don't trust it yet. Standing will follow shortly since that's kind of important once you're sitting :) | |||||
* | reduce access to ODECharacter methods to make code analysis easier. ↵ | Justin Clark-Casey (justincc) | 2011-10-15 | 2 | -54/+36 | |
| | | | | Eliminate redundant argument on ProcessTaints() | |||||
* | restrict unnecessary access levels on ODEPrim fields/properties | Justin Clark-Casey (justincc) | 2011-10-15 | 1 | -19/+17 | |
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* | refactor: make methods that do not need to be public in ODE private or ↵ | Justin Clark-Casey (justincc) | 2011-10-15 | 2 | -128/+195 | |
| | | | | internal to aid code reading/analysis. Remove some unused method arguments | |||||
* | Change hardcoded ODE total frame time to match the default total frame time ↵ | Justin Clark-Casey (justincc) | 2011-10-14 | 1 | -1/+1 | |
| | | | | | | | (0.09375 -> 0.089). No apparant ill effects - because the default stepsize is 0.2, there are still 5 physics steps per physics frame. This is a precursor to using the elapsed value passed in (and now changeable in config). | |||||
* | More method doc and formatting changes. Makes DestroyOdeStructures() private | Justin Clark-Casey (justincc) | 2011-10-13 | 1 | -6/+10 | |
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* | refactor: move 3x copy/pasted ode structure removal code in ODECharacter ↵ | Justin Clark-Casey (justincc) | 2011-10-13 | 1 | -90/+57 | |
| | | | | | | into a DestroyOdeStructures() method also adds some method doc | |||||
* | Remove unused local variable i from OdeScene.Simulate() | Justin Clark-Casey (justincc) | 2011-10-05 | 1 | -3/+0 | |
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* | adjust some whitespace to trigger another build, to check the last failure ↵ | Justin Clark-Casey (justincc) | 2011-09-17 | 1 | -2/+2 | |
| | | | | was just a glitch | |||||
* | Stop the avatar stalling on its first boarder cross when using the ODE plugin | Justin Clark-Casey (justincc) | 2011-09-16 | 1 | -6/+13 | |
| | | | | | | When upgrading the previously child agent to a root, the code was setting the Size parameter on the ODECharacter PhysicsActor. This in turn reset Velocity, which cause the border stall. I'm fixing this by commenting out the Velocity = Vector3.Zero lines since they don't appear to play a useful purpose | |||||
* | If SP.MoveToTarget has been called with a force walk, begin by landing the ↵ | Justin Clark-Casey (justincc) | 2011-08-11 | 1 | -1/+5 | |
| | | | | | | avatar. There is a bug here - once an avatar has landed it glides to its new position instead of performing a walk animation | |||||
* | Add a OS_NPC_LAND_AT_TARGET option to osMoveToTarget() | Justin Clark-Casey (justincc) | 2011-08-10 | 1 | -0/+2 | |
| | | | | | | | Default for this function is now not to automatically land. This allows better control by scripts when an avatar is going to be landing on a prim rather than the ground. Stopping the avatar involves faking a collision, to avoid the pid controller making it overshoot. A better approach would be to gradually slow the avatar as we near the target | |||||
* | Move common gemo/agent map name code into CreateGeom() | Justin Clark-Casey (justincc) | 2011-08-01 | 1 | -11/+5 | |
| | | | | Fix build break. | |||||
* | Instead of preserving old name in geom_name_map in change size or shape, use ↵ | Justin Clark-Casey (justincc) | 2011-08-01 | 1 | -7/+3 | |
| | | | | | | the Name property instead. This is equivalent since the prim 'name' is never changed. In fact, this propery is never used for prims | |||||
* | comment out unused code in OdeScene.TriCallback() | Justin Clark-Casey (justincc) | 2011-08-01 | 1 | -12/+12 | |
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* | On geom removal, remove the name from the OdeScene.geom_name_map too | Justin Clark-Casey (justincc) | 2011-08-01 | 1 | -0/+1 | |
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* | remove the unused ODEPrim.prev_geom field | Justin Clark-Casey (justincc) | 2011-08-01 | 1 | -3/+0 | |
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* | When an ODE geom is removed (as when a non-phantom prim is deleted, resized ↵ | Justin Clark-Casey (justincc) | 2011-08-01 | 1 | -0/+2 | |
| | | | | | | or shape changed, also remove the OdeScene.actor_name_map entry pointing to the phys actor This is to stop a small memory leak over time when prims are deleted or phantom-toggled | |||||
* | refactor: centralize prim geom removal code from four places to one | Justin Clark-Casey (justincc) | 2011-08-01 | 2 | -43/+44 | |
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* | minor: add note to RemovePrimThreadLocked() to the effect that it contrary ↵ | Justin Clark-Casey (justincc) | 2011-08-01 | 2 | -1/+4 | |
| | | | | to the summary, it is being called from within Simulate() lock (OdeLock) | |||||
* | If a prim changes size or shape, add actor to _parent_scene.actor_name_map ↵ | Justin Clark-Casey (justincc) | 2011-08-01 | 1 | -1/+4 | |
| | | | | | | | | with new prim_geom key, as the old one becomes invalid. This resolves http://opensimulator.org/mantis/view.php?id=5603 where changing size or shape would stop collision_start being fired in a running script. In both this and existing code we are not removing old actors from actor_name_map when the existing prim_geom is removed, which leads to a small memory leak over time. This needs to be fixed. | |||||
* | minor: indentation correction | Justin Clark-Casey (justincc) | 2011-08-01 | 1 | -17/+13 | |
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* | Remove _mesh field since the mesh data no longer needs to be stored after ↵ | Justin Clark-Casey (justincc) | 2011-07-31 | 1 | -49/+16 | |
| | | | | | | it's initially used. This may improve memory usage for regions using mesh and sculpts, though I suspect that it doesn't address the current memory leak. | |||||
* | refactor: Remove argument to pass in an initial mesh to OdePrim since this ↵ | Justin Clark-Casey (justincc) | 2011-07-31 | 2 | -27/+5 | |
| | | | | | | is no longer required and it prevents removal of the _mesh field (which is only used temporarily) If passing in a mesh becomes important again in the future then this can be reinstated. | |||||
* | minor: correct method doc for last commit | Justin Clark-Casey (justincc) | 2011-07-31 | 1 | -1/+1 | |
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* | refactor: rename CreateGeom _mesh argument to mesh, so as to not confuse ↵ | Justin Clark-Casey (justincc) | 2011-07-31 | 1 | -3/+3 | |
| | | | | this with the pre-existing _mesh field | |||||
* | minor: method doc | Justin Clark-Casey (justincc) | 2011-07-31 | 2 | -4/+20 | |
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* | Refactor: Replace instances of m_isphysical with IsPhysical rather than have ↵ | Justin Clark-Casey (justincc) | 2011-07-30 | 1 | -33/+40 | |
| | | | | | | some code reference the private var and other the public var without any functionality difference. Add some method doc to IsPhysical | |||||
* | refactor: Rename ODEPrim.ParentPrim() to AddChildPrim() for code readability | Justin Clark-Casey (justincc) | 2011-07-30 | 1 | -11/+14 | |
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* | minor: remove mono compiler warnings, some code spacing adjustments | Justin Clark-Casey (justincc) | 2011-07-30 | 3 | -7/+8 | |
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* | minor: Add method doc to collision subscription methods. Change method case ↵ | Justin Clark-Casey (justincc) | 2011-07-30 | 3 | -7/+26 | |
| | | | | to reflect OpenSim standards. | |||||
* | fix extremely minor Ode bug where the _taintedPrimL list would always be ↵ | Justin Clark-Casey (justincc) | 2011-07-29 | 1 | -3/+14 | |
| | | | | cleared on every OdeScene.Simulate() even if it was already empty. | |||||
* | refactor: Move another chunk of ninja code out of the OdeScene.Simulate() ↵ | Justin Clark-Casey (justincc) | 2011-07-29 | 1 | -28/+36 | |
| | | | | loop for consistency and readability. | |||||
* | refactor: Simplify reading OdeScene.Simulate() loop by shunting all the ↵ | Justin Clark-Casey (justincc) | 2011-07-29 | 1 | -182/+191 | |
| | | | | | | NINJA joints stuff into its own method. Now if ninja joints isn't active (which is the default) don't have to wade through a lot of massively indented irrelevant code. | |||||
* | refactor: unindent the OdeScene.Simulate() loop to ignore the long commented ↵ | Justin Clark-Casey (justincc) | 2011-07-29 | 1 | -270/+274 | |
| | | | | | | out ifs and locks This is to make it more readable. | |||||
* | Apply the localID to the Physics actor to prevent null calls later | Careminster Team | 2011-07-19 | 1 | -3/+3 | |
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* | Fix physics proxy regeneration when a mesh with more than one submesh is resized | Justin Clark-Casey (justincc) | 2011-07-16 | 1 | -0/+1 | |
| | | | | Addresses http://opensimulator.org/mantis/view.php?id=5584 | |||||
* | Fix some local id issues in physics glue | root | 2011-07-15 | 2 | -8/+2 | |
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* | Port implementation of llCastRay() from Aurora. | Justin Clark-Casey (justincc) | 2011-07-12 | 2 | -17/+103 | |
| | | | | I haven't been able to test this since the viewer won't parse the llCastRay() function. Maybe some activation cap is missing. Could wait until it is activated by default in the viewer. | |||||
* | temporarily fix the build break with building the OdePlugin tests assembly. | Justin Clark-Casey (justincc) | 2011-07-12 | 1 | -2/+3 | |
| | | | | This needs to be fixed properly. |