Commit message (Collapse) | Author | Age | Files | Lines | ||
---|---|---|---|---|---|---|
... | ||||||
* | More method doc and formatting changes. Makes DestroyOdeStructures() private | Justin Clark-Casey (justincc) | 2011-10-13 | 1 | -6/+10 | |
| | ||||||
* | 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 | |
| | ||||||
* | 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 | |
| | ||||||
* | On geom removal, remove the name from the OdeScene.geom_name_map too | Justin Clark-Casey (justincc) | 2011-08-01 | 1 | -0/+1 | |
| | ||||||
* | remove the unused ODEPrim.prev_geom field | Justin Clark-Casey (justincc) | 2011-08-01 | 1 | -3/+0 | |
| | ||||||
* | 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 | |
| | ||||||
* | 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 | |
| | ||||||
* | 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 | |
| | ||||||
* | 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 | |
| | ||||||
* | 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 | |
| | ||||||
* | minor: remove mono compiler warnings, some code spacing adjustments | Justin Clark-Casey (justincc) | 2011-07-30 | 3 | -7/+8 | |
| | ||||||
* | 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 | |
| | ||||||
* | 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 | |
| | ||||||
* | 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. | |||||
* | minor: remove whitespace to trigger another build | Justin Clark-Casey (justincc) | 2011-07-12 | 1 | -1/+0 | |
| | ||||||
* | When a mesh object is added to a scene, delay adding the physics actor until ↵ | Justin Clark-Casey (justincc) | 2011-07-12 | 2 | -25/+29 | |
| | | | | | | the sculpt data has been added to the shape (possibly via an async asset service request) This prevents spurious 'no asset data' for meshes added on startup. | |||||
* | When a sculpt/mesh texture is received by a part on a callback request, ↵ | Justin Clark-Casey (justincc) | 2011-07-11 | 2 | -2/+3 | |
| | | | | | | | don't do the unnecessary work of copying the base shape. Just setting the new base shape is enough to reinsert the sculpt data and set the taint. Also cleans up a few more left-in debugging messages. | |||||
* | comment out accidential ProcessTaints physics debug line left in code | Justin Clark-Casey (justincc) | 2011-07-11 | 1 | -1/+1 | |
| | ||||||
* | minor: code tidy and inserted log lines for future use. | Justin Clark-Casey (justincc) | 2011-07-09 | 2 | -22/+35 | |
| | | | | | | | | Unable to get to the bottom of why resizing a mesh fails to properly reset the physics proxy, when toggling phantom does After a mesh is generated, the existing sculptdata is set to zero in PrimitiveBaseShape to save memory When phantom is toggled, the sculptdata is regenerated before remeshing. But on resize, the sculptdata is not regenerated. So clearly, resetting sculptdata is possible, but haven't quite been able to pin down how this is being done when phantom is toggled. | |||||
* | refactor: Factor out AddSubMesh() method from long ↵ | Justin Clark-Casey (justincc) | 2011-07-08 | 1 | -5/+5 | |
| | | | | | | CraeteMeshFromPrimMesher() method Also remove some of the logging spam left in from the last commit. | |||||
* | minor: code tidy up - remove a couple of Console.WriteLine() accidentally ↵ | Justin Clark-Casey (justincc) | 2011-07-08 | 2 | -53/+23 | |
| | | | | added in the last commit | |||||
* | refactor: Separate the OdeScene class into its own file from OdePlugin.cs, ↵ | Justin Clark-Casey (justincc) | 2011-07-08 | 2 | -3825/+3873 | |
| | | | | to improve code readability | |||||
* | minor: commented out log lines for future use and very small code tidy | Justin Clark-Casey (justincc) | 2011-07-08 | 2 | -4/+8 | |
| | ||||||
* | Allow physics proxy generation for meshes using new asset format. | dahlia | 2011-06-29 | 1 | -1/+4 | |
| | | | | Fix an invalid cast exception while decoding new mesh asset format. | |||||
* | force mesh proxy for simple box prims with path cut | dahlia | 2011-04-12 | 1 | -0/+3 | |
| | ||||||
* | This fixes mantis #5198 and related. Physics is not my expertise, so I'm not ↵ | Diva Canto | 2010-12-24 | 1 | -0/+5 | |
| | | | | 100% sure of what all the consequences of this change are. Pushing up, so others can take a look. | |||||
* | * Re-Adding Scene TimeDilation to Object Update Packets. | Teravus Ovares (Dan Olivares) | 2010-12-23 | 1 | -0/+19 | |
| | | | | | | * Added Calculating Time Dilation in the OdePlubin * When multiple object updates are stuffed into one packet, average the time dilation between them as a compromise. * Time Dilation on the update is calculated when the EntityUpdate object is created. The pre-calc-ed TD is stored in the Entity update and used when it goes out on the wire. Previously, it was 1.0 all the time. The time dilation is tied to when the update is created, not when the update is sent. | |||||
* | Formatting cleanup. | Jeff Ames | 2010-10-04 | 1 | -4/+4 | |
| | ||||||
* | Replace CalculateMass with a more accurate version, contributed by Ubit. | Melanie | 2010-10-02 | 1 | -234/+219 | |
| | | | | Thank you. |