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2008-02-18ODE: Tired of floating above the ground after crossing a border? Boy have I ↵Teravus Ovares1-1/+1
got a solution for you! For a limited time, you can be the right height after border crossings automatically. Just three easy payments of $9.95 and make sure your neighbor is sending child agent updates!
2008-02-17* Located and destroyed the weird velocity and rotation transfers. It ↵Teravus Ovares1-0/+10
turned out to be that the Static PhysicsVector.Zero was transferring velocities between all non fixed objects. Not so static after all :(. Finding it was cruel and unusual punishment from the CLR. * Therefore, when you run through a pile of prim you won't see things rotate when they're not supposed to anymore. * Avatars don't float off either.
2008-02-13* Bigish ODE stability Update. Run PrebuildTeravus Ovares1-0/+8
2008-02-13* Made physical prim stable enough for the general population to turn on. ↵Teravus Ovares1-0/+10
(though I still don't recommend it for welcome regions unless object build is off. * Updated the ode.dll for windows with a more reasonable stack space reserve. Linux users will need to type ulimit -s 262144 before starting up OpenSimulator if using Physical Prim to protect against stack collisions. or run the included ./bin/opensim-ode.sh to start up OpenSimulator in ODE mode. * Added internal collision score and am keeping track of 'high usage' prim. * Tweaked collisions some more * Tested up to 460 physical prim in extremely close quarters (which was previously impossible in OpenSim). After 460 in tight quarters, physics slows down enough to make it hard to do any moving, however.. non physics things still work, such as logging on to the simulator, etc.
2008-02-11* Added PhysicsScene.Dispose()Teravus Ovares1-0/+3
* In ODE, disposing of all of the ODE objects and the ODE World to reclaim memory when the simulator restarts.
2008-02-05Converted logging to use log4net.Jeff Ames1-1/+1
Changed LogBase to ConsoleBase, which handles console I/O. This is mostly an in-place conversion, so lots of refactoring can still be done.
2008-01-29* Implemented grab and throw in ODE. It's a little strong still so toss ↵Teravus Ovares1-0/+20
gently at first to test the waters or you'll lose prim to the pit at the edge of the sim. Make sure the object is physical before trying to toss it or it'll just move to the new location.
2007-12-27* Optimized usingslbsa712-64/+62
* shortened references * Removed redundant 'this' * Normalized EOF
2007-12-19* Re-did the mass calculations in ODE for Prim Teravus Ovares1-3/+39
* Exposed the mass as a PhysicsActor read only property (so scripts can get at it - hint hint -) * Hollow and Path Cuts affect the prim mass (all Hollow Types are supported in this calculation (sphere,square,triangle)) * Prim no longer sink into the ground.
2007-12-12* Added some simstats to fill the simulator pane of the Statistics monitor.Teravus Ovares1-1/+3
* I stress, this is an initial implementation and the Agents(Child and Root) are definately obviously incorrect.
2007-12-10saved OpenSim source code from the giant rampaging unterminated copyright ↵Jeff Ames2-3/+3
notice of doom
2007-11-20*Huge* structural changes in ODE/OdePrim to get all of the calls in ↵Teravus Ovares1-0/+3
threadlocked code. ODEPrim was almost completely re-written. Copy/Space test needed.
2007-11-18cleaned up some mono compiler warningsJeff Ames1-58/+55
2007-11-12* Implemented Walk Vs Run in ODE. Also helps make the walk look smoother.Teravus Ovares1-0/+10
* All thanks to unimplemented packet listing :D
2007-11-12* Added a lot of Glue to help with reporting proper collisions.Teravus Ovares1-3/+31
* ODE - Fixed the iscolliding property to report a static true when colliding. * Added reporting of collisions to call UpdateMovementAnimations * Added Jump - air animation (with arms outstretched). * Added Fall Animations * ODE - Added a small amount of X, Y motion control while jumping or Falling * ODE - Avatar movement animations are still a bit odd sometimes, and had to get this up there.
2007-11-10* Moves the Meshmerizer to a separate pluginTeravus Ovares1-0/+6
* Experimental. Linux Prebuild needs testing. * One more update after this to remove the ODEMeshing directory....
2007-11-09* Added an internal throttle on ODE physics updatesTeravus Ovares1-1/+10
* Added a ThrottleUpdates member to PhysicsActor to expose 'throttle' ability to the Scene. * Updated the ode.dll file with a fix to invalid data passed to ODE's heightfield collision calculator.
2007-11-08* Added Rotational Velocity reporting for Client Interpolation to Terse UpdatesTeravus Ovares1-2/+12
* Added Angular Velocity reporting for smooth-ish rotations on object collisions
2007-11-05prim cuts in ODEdan miller1-48/+85
Much thanks to Gerhard! Merged with Darok's recent changes re: physical prims
2007-11-03Changes in BulletXPlugin: Added new class BulletXActor class inherits from ↵darok1-1/+18
PhysicsActor and it's the ancestor for BulletXCharacter and BulletXPrim.Physical modifications: Changes for pass the value of Physical flag in the SceneObjectPart class to the Physics engines. New call for AddPrimShape so it has a new parameter called "isPhysical". The old call will be obselete soon (i believe). PhysActor and its descendants have a new property called IsPhysical. By the way no new special funcionallity added. It's more like preparing the way for new modifications.
2007-10-31Thank you Teravus, very much, for a 'jump', 'crouch' and 'inertia' patch for ↵Charles Krinke1-2/+15
all three physics plugins.
2007-10-30* Optimized usingslbsa712-369/+296
* Shortened type references * Removed redundant 'this' qualifier
2007-10-29as per the "Filesystem cleanup for OpenSim repository" mailing list thread. ↵MW1-1/+1
Have flattened the OpenSim.Framework project/namespace. The problem is that the namespace is still wrong as its "OpenSim.Framework" while the directory is "OpenSim\Framework\General" , so we need to decide if we change the directory or correct the namespace. Note this has lead to a big flat project, but I think a lot of the files we most likely don't even use any longer. And others belong in other projects/namespaces anyway.
2007-09-29Hollow prims (box only), thanks Gerard! Enjoydan miller1-3/+9
2007-09-10mass update of urls in source code to new websiteSean Dague2-2/+2
2007-08-28Corrected the namespace in OpenSim.Region.Physics.Manager, so now namespace ↵MW1-1/+1
should equal project and directory.
2007-08-23Added RemovePrim method to the physics plugins interface.MW1-0/+5
Implemented that method in ODE plugin. Hooked it up so when deleting/taking prims into your inventory they will be removed from physics engine. Enabled the other physics hook ups in Scene.cs (and also added registering prims with physics plugin when they are rezzed from Inventory.) So now to get the avatar to prim collision testing working, just change to use the ODE plugin (in the OpenSim.ini file, physics = OpenDynamicsEngine). Remember though ODE only really works (without problems) when running with a single region.
2007-08-19More prep work for adding prims to ODE physicsBrian McBee1-2/+23
2007-08-18starting to add bits and pieces to physics prims that we will eventually ↵Brian McBee1-1/+1
need for collisions. not hooked in yet.
2007-07-16changed to native line ending encodingSean Dague2-481/+481
2007-07-08* By popular demand, all generated build files are now deleted. Somebody ↵lbsa712-140/+0
should make sure the wiki is updated.
2007-07-04A bit more work on Building tools/support.MW1-1/+1
updated Axiom.MathLib.dll.
2007-07-03* Optimized usings (the 'LL ate my scripts' commit)lbsa712-6/+5
* added some licensing info
2007-06-28Imported the scripting changes, so now should be up to date with sugilite. MW1-0/+43
2007-06-27*Updated prebuild.xml and ran prebuild againmingchen1-12/+0
*Removed .user, .suo, and unneccessary files in /bin/Physics/ *OpenSim.sln should compile with nant and on windows now