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2008-05-01* Breaking all the code, breaking all the code..!Adam Frisby1-4/+4
* Made a bunch more members static, removed some dead code, general cleaning.
2008-05-01Update svn properties. Minor formatting cleanup.Jeff Ames1-21/+9
2008-05-01* ODE Tweak. See if this helps.Teravus Ovares1-71/+23
2008-04-27* Single Attachments now work from inventory. You can attach from inventory ↵Teravus Ovares1-16/+16
and detach from inventory. * Detaching from right clicking in world, detaches to your inventory. * If you go up to a prim and attach it from in world, it appears in your inventory. * Attachment placement is saved when you detach them. * Choosing wear remembers your last attachment point from inventory. * Wrote a method to update an inventory item's asset and sends the updated inventory item to the Client * Wrote a recursive method to find the folder of a known existing inventory item. * Removed a block on physics object position on creation. This might crash a region or two, let us know via Mantis if your region crashes because of a physics out of bounds error. * Drop doesn't work. The menu item doesn't even come up. Don't know why :P.
2008-04-24* Tuned the llMove2Target PID controller to be more reasonable and not ↵Teravus Ovares2-8/+33
overshoot the target.
2008-04-24* Adds much better support for attachments that you right click on in world.Teravus Ovares1-10/+22
* Your friends can see your attachments now. People who appear in the sim after you've attached something can also see your attachments. * You can position & rotate your attachments now. Positions do *not* save. * You can detach attachments now the regular way. * Attachments do not cross into other regions with you..(this isn't too far off) * Updated ODE to not request terse updates on child prim.
2008-04-23* Adds llSetStatus(STATUS_ROTATE_X | STATUS_ROTATE_Y | STATUS_ROTATE_Z,TF)Teravus Ovares8-5/+184
* Currently if you apply that to only one or two axis you get unpredictable and sometimes explosive results. * Three axis works well enough to play with it anyway. More work is needed here. * Fixed an incorrectly named method in ODE.NET
2008-04-21* Optimised using statements and namespace references across entire project ↵Adam Frisby11-38/+30
(this took a while to run).
2008-04-10* Made it safe again to use the restart button from the estate tools and the ↵Teravus Ovares1-4/+4
restart console command. * It looks ugly on the console.. but it's really safe.. and restores some memory.
2008-04-10* Adds twist support for Cubes, Cylinders, and Prisms in the MeshmerizerTeravus Ovares4-10/+364
* A tweak of the SimStatsReporter so it would report the prim capacity to be 45000.
2008-04-08* Added stretchable ellipsoid support with configurable LOD. It's actually ↵Teravus Ovares2-60/+168
a split facet icosahedral geodesic sphere that's scaled. * In other words, you can stretch spheres into oblong shapes now and watch them roll around like a football would. * Still can't cut, twist or profile cut spheres yet.
2008-04-08* Adds poor support for ellipsis in the Meshmerizer. This will get better.. ↵Teravus Ovares2-2/+113
notice the huge nasty facets! Regular spheres still work as they did.
2008-04-07* Updated ODE.NET bindings to the ODE library.Teravus Ovares1-11/+15
* Fixed some Tapers with Cylinders in the Meshmerizer
2008-04-06* Fixed up some documentationTeravus Ovares2-13/+13
* Should help the sinking feeling when new avatar arrive in the scene.
2008-04-03* ODEPlugin: put a limit on the minimum size a prim can be ( scale <=0 ).Teravus Ovares1-5/+12
2008-04-02* Updating the version of the ODE library. (big update). The Mac library ↵Teravus Ovares1-2/+2
needs to be updated still. * Adding some XMPP stuff that's incomplete.
2008-03-30* Minor cleanupTeravus Ovares2-5/+5
2008-03-29Fix compiler warnings in BulletXPlugin.Jeff Ames1-18/+18
2008-03-25Comment out unused private methods.Jeff Ames4-60/+62
2008-03-25Fix a few compiler warnings.Jeff Ames1-3/+0
2008-03-25* Adds llMoveToTarget and llStopMoveToTarget support to the ODEPlugin.Teravus Ovares7-4/+150
* It doesn't generate at_target events, because they don't exist yet in the script engine. * The Tau is different, however, compatible with scripts I tested. * Not perfect... but pretty good.
2008-03-21Comment out "m_randomizeWater" and "ms" until we use them later.Charles Krinke1-2/+4
2008-03-18Formatting cleanup. Minor refactoring.Jeff Ames1-39/+6
2008-03-18* Remove unused (and somewhat nonsensical) method in PhysicsActorJustin Clarke Casey1-7/+0
* Thanks for DrScofld for drawing attention to this
2008-03-18Formatting cleanup.Jeff Ames29-798/+739
2008-03-14* Preliminary work with the ODEPlugin to collect collision data.Teravus Ovares4-14/+183
2008-03-10* Added Linear Acceleration reporting to the ODEPlugin.Teravus Ovares1-1/+21
* Added support for LSL llGetOmega (Rotational/Angular Velocity)- ODEPlugin is the only physics plugin that reports it.
2008-03-10ODEPluginTeravus Ovares7-0/+75
* Added osSetPrimFloatOnWater(BOOL) to make Physical prim float at the water level. * osSetPrimFloatOnWater(TRUE); or osSetPrimFloatOnWater(FALSE); * By default, prim do not float at the water level. * More work is needed on the floating, but it's a start.
2008-03-10* Added ODEPlugin Support for llSetBuoyancy. Set Buoyancy to 1 for space prim.Teravus Ovares9-11/+242
* Added WaterLevel support to the ODEPlugin. More on this later.
2008-03-09* Fixed a few things and enabling Physical Prim border crossings again.Teravus Ovares2-66/+75
* Everyone try to push a physical prim across a region border now.
2008-03-09ODE PluginTeravus Ovares2-56/+75
* More cleanup * Less noise
2008-03-09* Fixed the Link + Duplicate + Unlink both = 'ODE Invalid Argument in ↵Teravus Ovares2-27/+39
Collision Space Crash' * Added: Console comment: [PHYSICS]: The scene reused a disposed PhysActor! *waves finger*, Don't be evil.
2008-03-09* Cleaned up some locking on the ODEPlugin to make it more developer friendlyTeravus Ovares2-505/+496
* Expect the occasional deadlock?
2008-03-06* Killed 4 more warnings (at 16 now)Teravus Ovares2-1/+3
2008-03-05* Four more warnings, etc etc.Adam Frisby2-9/+0
2008-03-05* Three more warnings are a-gone.Adam Frisby1-3/+0
2008-03-04Added copyright heaaders. Minor cleanup.Jeff Ames1-0/+27
2008-03-03* Applied patch 708 from devalnor. Thanks devalnor!Teravus Ovares2-81/+93
* ODE: Added support for larger box stacks. (they're slow, but they work) * ODEPlugin no longer tries to 'catch up' with the simulator frame rate if it gets behind. Catching up was causing a lot of problems with larger box stacks and other things that stall the simulator (like saving prim in the datastore)
2008-03-02* This is a very icky implementation of physical linkset prim using fixed ↵Teravus Ovares7-120/+275
joints. This will change quite drastically, however it's fun to play with. * To play with this you must link your prim before setting it physical, otherwise they won't link in the physics engine properly. This will also be fixed. * Currently the linked prim are extremely unstable because I have yet to implement combining of forces with the same normal. This will also be fixed. In fact, the whole PhysicsActor, ODEPrim relationship will be reworked to consider groups from the get-go. * This implementation is better then it crashing your sim, so I'm commiting it for now.
2008-02-29* Fixed Cylinder mass formula using diameter instead of radius.Teravus Ovares1-2/+2
2008-02-29* killed a 'new mass' debug line.Teravus Ovares1-1/+1
2008-02-29* ODEPlugin Teravus Ovares1-1/+207
** Added more realistic calculations of mass for the rest of the supported prim shapes+holes+cuts+tapers. Previously they were the generic height * width * length. Spheres roll (Angular velocity) more realistically, etc.
2008-02-24* Adds unit test glue to the OdePlugin.Teravus Ovares1-0/+99
* Adds one unit test. CreateAndDropPhysicalCube. * More unit tests will be done * Let me know if this breaks Linux build..
2008-02-23* Made Physics updates a teensy bit more responsive. A previous CPU ↵Teravus Ovares1-1/+5
optimization of mine slowed the speed of updates using the 'poll' method in certain circumstances.
2008-02-23* One more fix to the selected featureTeravus Ovares1-1/+1
* Don't act immediately on a physical prim unless it's moving. * This helps when you're trying to make a box stack and you select the bottom most box.
2008-02-23* Added Support within the ODEPlugin for Selected. Which means that;Teravus Ovares8-34/+288
* When you select a physical prim, it stops while you've got it selected. * When you move or alter a prim in some manner, it doesn't become collidable until you de-select it * When you select a prim, it doesn't become temporarily 'phantom' until you make some change to it while it's selected. (this prevents accidental selections in prim floor from causing it to go phantom on you(but don't move it or you'll fall)) * There's one major difference, and that's a physical object won't stop if you don't have permission to edit it. This prevents people who don't have edit permissions on a prim from stopping it while it's moving.
2008-02-21* A few additional null checks in the Physics Scene and PhysicsActor so we ↵Teravus Ovares2-11/+6
don't try to enumerate dead null ODECharacter objects when things get *really* slow.
2008-02-20* Found the land bug, yayTeravus Ovares1-4/+16
2008-02-20Minor cleanup.Jeff Ames7-53/+25
2008-02-20* Fixed a long standing race condition in physics events. Could this be ↵Teravus Ovares1-3/+3
the source of the null on multicast_void: error?