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* fix extremely minor Ode bug where the _taintedPrimL list would always be ↵Justin Clark-Casey (justincc)2011-07-291-3/+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)2011-07-291-28/+36
| | | | loop for consistency and readability.
* refactor: Simplify reading OdeScene.Simulate() loop by shunting all the ↵Justin Clark-Casey (justincc)2011-07-291-182/+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)2011-07-291-270/+274
| | | | | | out ifs and locks This is to make it more readable.
* Apply the localID to the Physics actor to prevent null calls laterCareminster Team2011-07-191-3/+3
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* Fix physics proxy regeneration when a mesh with more than one submesh is resizedJustin Clark-Casey (justincc)2011-07-161-0/+1
| | | | Addresses http://opensimulator.org/mantis/view.php?id=5584
* Fix some local id issues in physics glueroot2011-07-152-8/+2
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* Port implementation of llCastRay() from Aurora.Justin Clark-Casey (justincc)2011-07-122-17/+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)2011-07-121-2/+3
| | | | This needs to be fixed properly.
* minor: remove whitespace to trigger another buildJustin Clark-Casey (justincc)2011-07-121-1/+0
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* When a mesh object is added to a scene, delay adding the physics actor until ↵Justin Clark-Casey (justincc)2011-07-122-25/+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)2011-07-112-2/+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 codeJustin Clark-Casey (justincc)2011-07-111-1/+1
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* minor: code tidy and inserted log lines for future use.Justin Clark-Casey (justincc)2011-07-092-22/+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)2011-07-081-5/+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)2011-07-082-53/+23
| | | | added in the last commit
* refactor: Separate the OdeScene class into its own file from OdePlugin.cs, ↵Justin Clark-Casey (justincc)2011-07-082-3825/+3873
| | | | to improve code readability
* minor: commented out log lines for future use and very small code tidyJustin Clark-Casey (justincc)2011-07-082-4/+8
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* Allow physics proxy generation for meshes using new asset format.dahlia2011-06-291-1/+4
| | | | Fix an invalid cast exception while decoding new mesh asset format.
* force mesh proxy for simple box prims with path cutdahlia2011-04-121-0/+3
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* This fixes mantis #5198 and related. Physics is not my expertise, so I'm not ↵Diva Canto2010-12-241-0/+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)2010-12-231-0/+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 Ames2010-10-041-4/+4
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* Replace CalculateMass with a more accurate version, contributed by Ubit.Melanie2010-10-021-234/+219
| | | | Thank you.
* Typo fixesMelanie2010-09-261-1/+1
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* adding configurable j2kDecodeCache pathBlueWall2010-09-261-1/+5
| | | | | | | | allowing the decoded sculpt map cache path to be defined in the configuration files. Use DecodedSculpMapPath in the [Startup] section to set the path. The default is still ./bin/j2kDecodeCache
* Add prim name to OdePrim Error and Warning messages.Justin Clark-Casey (justincc)2010-09-251-42/+45
| | | | This aims to make it easier to identify and remove rogue prims that are causing ODE to fall over.
* minor: remove some mono compiler warningsJustin Clark-Casey (justincc)2010-06-252-14/+14
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* Hunting for the problem in #4777Diva Canto2010-06-191-0/+1
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* Reverting my last two commits, putting back Melanie's exception handler. ↵Diva Canto2010-06-191-1/+10
| | | | Doesn't solve #4777.
* Reinstated the behavior of AddPrimShape *exactly* as it was as of December. ↵Diva Canto2010-06-191-10/+1
| | | | Trying to fix mantis #4777
* Remove an error in meshing error reporting. Now doesn't double-bombMelanie2010-06-181-1/+1
| | | | anymore on a bad sculpt
* Log and eat sculpt meshing exceptions caused by bad jp2 data.Melanie2010-06-121-1/+12
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* * Added a better check to the SimianGrid connectors to test if they are ↵John Hurliman2010-03-121-2/+2
| | | | | | enabled or not. This method should work equally well with standalone or robust mode * Applying #4602 from Misterblu to add collision detection to BulletDotNET
* Formatting cleanup.Jeff Ames2010-02-151-25/+25
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* Revolution is on the roll again! :)Revolution2010-02-143-39/+372
| | | | | | | | Fixes: Undo, T-pose of others on login, modifiedBulletX works again, feet now stand on the ground instead of in the ground, adds checks to CombatModule. Adds: Redo, Land Undo, checks to agentUpdate (so one can not fall off of a region), more vehicle parts. Finishes almost all of LSL (1 function left, 2 events). Direct flames and kudos to Revolution, please Signed-off-by: Melanie <melanie@t-data.com>
* Applying patch #4534 by Misterblue to fix ODE physics stickinessJohn Hurliman2010-02-041-0/+2
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* Formatting cleanup. Add copyright headers.Jeff Ames2010-01-044-515/+509
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* Glue code for a couple of new LSL function implementationsMelanie2009-12-222-0/+18
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* * Commit some sit code that's commented out for now.Teravus Ovares (Dan Olivares)2009-12-081-1/+8
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* * Adds Normal to the fields returned by the Physics RaycasterTeravus Ovares (Dan Olivares)2009-12-051-2/+8
| | | | | | | | * Fixes recognizing when a sit target is and isn't set. * * 1. Vector3.Zero. * * 2. Orientation: x:0, y:0, z:0, w:1 - ZERO_ROTATION * * (or) Orientation: x:0, y:0, z:0, w:0 - Invalid Quaternion * * (or) Orientation: x:0, y:0, z:1, w:0 - Invalid mapping, some older objects still exist with it
* * Fixes mantis 4416. Animator is dereferenced on logoutTeravus Ovares (Dan Olivares)2009-12-051-1/+4
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* * Fixes the 10x10x10 hard physics limitation. (wierdly, you have to set ↵Teravus Ovares (Dan Olivares)2009-12-032-0/+5
| | | | | | | this for each region in your Regions.ini[PhysicalPrimMax = 10(default)]) * Adds a configurable maximum object mass before the mass is clamped. Default is 10000.01. Configurable by changing maximum_mass_object in the [ODEPhysicsSettings] section. * Clamping the mass is important for limiting the amount of CPU an object can consume in physics calculations. Too high, and the object overcomes restitution forces by gravity alone. This generates more collisions potentially leading to 'deep think'.
* * Fixes a case of d.BodyEnable with IntPtr.Zero passed as the parameter in ↵Teravus Ovares (Dan Olivares)2009-11-261-1/+4
| | | | linkset where EnableBody was called and the body is immediately disabled. The previous functionality assumed that a body was received in EnableBody but.. in some cases, it wasn't.
* * Resolves mantis 4390 http://opensimulator.org/mantis/view.php?id=4390Teravus Ovares (Dan Olivares)2009-11-231-1/+1
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* * Adds a test for if the collision is at the bottom of the capsule on ↵Teravus Ovares (Dan Olivares)2009-11-221-1/+12
| | | | avatar. This prevents the 'double jump' capability that's been occurring for ages when avatar collide with prim on the side.
* * Added missing lock to m_forcelist when AddForce is called. When a user ↵Teravus Ovares (Dan Olivares)2009-11-221-3/+26
| | | | | | dragged a prim, in some cases, it would corrupt the datatype in memory and throw spurious IndexOutOfRangeExceptions. * Physics a situation that causes physics to spew redline messages to the console forever.
* * Fixes the second of two terse update issues. Physical objects should react ↵Teravus Ovares (Dan Olivares)2009-11-211-0/+3
| | | | normally again.
* * Fixes one of two terse update issues. There's still one left, but this ↵Teravus Ovares (Dan Olivares)2009-11-211-1/+9
| | | | one fixes the situation where the object on the server is moving but no updates are being sent.
* Following various discussions on irc and in the OpenSim dev OSGrid meeting ↵Justin Clark-Casey (justincc)2009-11-091-1/+1
| | | | | | | last week, change av_capsule_tilted to false by default This appears to now give better ODE physics response (less sinking into the ground, etc.) Please change it back if this is actually a bad idea for some reason