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| * For ScenePresence collision events, instead of creating a new ↵Justin Clark-Casey (justincc)2011-10-251-5/+3
| | | | | | | | | | | | CollisionEventsThisFrame every time we need to send some new ones, reuse the existing one instead. This assumes that the listener is using the data synchronously, which is currently the case.
| * Fix bug where collision event listeners were not removed once the listener ↵Justin Clark-Casey (justincc)2011-10-251-4/+5
| | | | | | | | | | | | | | had gone away. This was causing continuous use of temporary memory even when all avatars had left the scene. Memory does leak but it does cause more calls to the garbage collector, which would pause the scene thread for a very short while during collection.
| * minor: rename a parameter in OdeScene.Simulate() from actor -> prim since ↵Justin Clark-Casey (justincc)2011-10-251-4/+4
| | | | | | | | it's an OdePrim
* | 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
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* | 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
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* | 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
| | | | | | | | 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
* | 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
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* | 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
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* | 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
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* | 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
| | | | | | | | no contention until the object is constructed.
* | 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
| | | | | | | | This taint can only ever be processed from the OdeScene.Simulate() loop, which already locks OdeLock.
* | Merge commit '5515c45e3b42497f64f8e5846697471b1de952c5' into bigmergeMelanie2011-10-252-1/+3
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| * minor: method doc to explain a lock of OdeLockJustin Clark-Casey (justincc)2011-10-182-1/+3
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* | Merge commit '71d221cdc090cdedf371ead534421bb7074908cd' into bigmergeMelanie2011-10-254-97/+81
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| * Remove the unused CollisionLocker from ODEJustin Clark-Casey (justincc)2011-10-184-97/+81
| | | | | | | | Despite its name, this wasn't actually being used in any collision checking
* | Merge commit '0c041ce12f393367e2754e88d9b8dad5e45f88c4' into bigmergeMelanie2011-10-251-0/+1
|\ \ | |/ | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/ScenePresence.cs
| * Implement osNpcSit(). This is still in development so don't trust itJustin Clark-Casey (justincc)2011-10-171-0/+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 :)
* | Merge commit '978fb3d482072d840e6280aa5acd090b67ee6205' into bigmergeMelanie2011-10-252-53/+36
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| * reduce access to ODECharacter methods to make code analysis easier. ↵Justin Clark-Casey (justincc)2011-10-152-54/+36
| | | | | | | | Eliminate redundant argument on ProcessTaints()
* | Merge commit '9cc2694776e261868138c325a82ce5481c2908ec' into bigmergeMelanie2011-10-251-19/+17
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| * restrict unnecessary access levels on ODEPrim fields/propertiesJustin Clark-Casey (justincc)2011-10-151-19/+17
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* | Merge commit 'f2132329a358db2c66c29501d35ef54eae8d6eed' into bigmergeMelanie2011-10-252-128/+195
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| * refactor: make methods that do not need to be public in ODE private or ↵Justin Clark-Casey (justincc)2011-10-152-128/+195
| | | | | | | | internal to aid code reading/analysis. Remove some unused method arguments
* | Merge commit '4bfc2f5cdea4b739110cae3b37945d88ad527334' into bigmergeMelanie2011-10-251-1/+1
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| * Change hardcoded ODE total frame time to match the default total frame time ↵Justin Clark-Casey (justincc)2011-10-141-1/+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).
* | Merge commit '20da04fd0c909a00c0cdc2585f242e95c868801a' into bigmergeMelanie2011-10-251-6/+10
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| * More method doc and formatting changes. Makes DestroyOdeStructures() privateJustin Clark-Casey (justincc)2011-10-131-6/+10
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* | Merge commit '227db07f2ff8a1ba840a0d3018bb242a34d6038f' into bigmergeMelanie2011-10-251-90/+57
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| * refactor: move 3x copy/pasted ode structure removal code in ODECharacter ↵Justin Clark-Casey (justincc)2011-10-131-90/+57
| | | | | | | | | | | | into a DestroyOdeStructures() method also adds some method doc
* | Merge commit '9090039324ecc45bf1005e719f61a80f0187cb73' into bigmergeMelanie2011-10-121-3/+0
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| * Remove unused local variable i from OdeScene.Simulate()Justin Clark-Casey (justincc)2011-10-051-3/+0
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* | Merge commit '1e798136c3458b8255fcb6341713bf9dbb689f4b' into bigmergeMelanie2011-10-111-2/+2
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| * adjust some whitespace to trigger another build, to check the last failure ↵Justin Clark-Casey (justincc)2011-09-171-2/+2
| | | | | | | | was just a glitch
* | Merge commit '6f542f73d4aacc0b92c2ebcff84b4ce2c8d9433b' into bigmergeMelanie2011-10-111-6/+13
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| * Stop the avatar stalling on its first boarder cross when using the ODE pluginJustin Clark-Casey (justincc)2011-09-161-6/+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
* | Resolve merge commits, stage 1Tom2011-09-045-569/+683
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| * If SP.MoveToTarget has been called with a force walk, begin by landing the ↵Justin Clark-Casey (justincc)2011-08-111-1/+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)2011-08-101-0/+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)2011-08-011-11/+5
| | | | | | | | Fix build break.
| * Instead of preserving old name in geom_name_map in change size or shape, use ↵Justin Clark-Casey (justincc)2011-08-011-7/+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)2011-08-011-12/+12
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| * On geom removal, remove the name from the OdeScene.geom_name_map tooJustin Clark-Casey (justincc)2011-08-011-0/+1
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