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2009-08-03starting to refactor path generation out of prim extrusiondahlia1-2/+18
2009-07-30Flag certain meshes to avoid vertex list compaction. This should help speed ↵Dahlia Trimble1-0/+2
up meshing time at startup.
2009-07-23Formatting cleanup.Jeff Ames2-3/+3
2009-07-22* Whoops, forgot the water heightfield.Teravus Ovares2-2/+5
2009-07-22* Exclude heightfield geom from the raycast test. Teravus Ovares2-1/+70
* Fixes mantis #3922
2009-07-21* nothing in this commit, re-triggering panda.. which crashed while testing.Teravus Ovares1-1/+1
2009-07-21* Fixed a case where a prim was a NullPhysicsActor instead of an OdePrimTeravus Ovares1-72/+100
* Commented logic that wasn't being used. * This should fix the errors in OdeScene.near
2009-07-19* Created a way that the OpenSimulator scene can ask the physics scene to do ↵Teravus Ovares8-1/+364
a raycast test safely. * Test for prim obstructions between the avatar and camera. If there are obstructions, inform the client to move the camera closer. This makes it so that walls and objects don't obstruct your view while you're moving around. Try walking inside a hollowed tori. You'll see how much easier it is now because your camera automatically moves closer so you can still see. * Created a way to know if the user's camera is alt + cammed or just following the avatar. * Changes IClientAPI interface by adding SendCameraConstraint(Vector4 CameraConstraint)
2009-07-16Revert the nonessential part of r10033 to restore sanity to trampolinesMelanie Thielker1-4/+6
2009-07-16* Tweaking collision reporting a little more in ScenePresence to not check ↵Teravus Ovares1-2/+2
if the collisions will affect health if the avatar is invulnerable. (saves 3 loops)
2009-07-15Fix for avatar falling through terrain when av_capsule_tilted=false, Mantis ↵nlin1-8/+78
#2905 This fix re-introduces a small tilt into the capsule to prevent avatar falling through terrain. Re-introduction of the tilt means that some direction-dependent behavior when walking over prims, but I have tried to minimize this. Additionally this commit allows the capsule to wobble slightly when being pushed around the terrain. This should make walking over prims easier, as the capsule can wobble and glide diagonally over the prim's edge, instead of rigidly being stopped vertically against the prim's face.
2009-07-14Thank you, Twitch, for a patch to restore mayhem and murder to OpenSimMelanie Thielker1-6/+6
Fixes Mantis #3888
2009-07-14add a constructor overload and an AddPos method to SculptMeshDahlia Trimble1-0/+33
2009-07-11Some improvements to prim face numbering - only affects viewers using PrimMesherDahlia Trimble1-11/+17
2009-07-08Experimental fix for tilted avatar capsule, Mantis #2905nlin2-7/+29
Set av_capsule_tilted to false in opensim.ini. Default is true, so there is no change in avatar behavior (and no breaking of existing content which relies on the tilted capsule). This commit straightens up the avatar capsule so it behaves consistently (e.g. same collision behavior against prims regardless of which direction the avatar is coming from; ability to fit through narrow doorways). Please note this introduces other side effects which have not been fixed. In particular: * The avatar frequently falls through the terrain if it is not flat, though the avatar behaves pretty well on flat terrain. This requires investigation of the ode terrain collider. * The apparent foot position of the avatar with respect to the ground is changed. This requires investigation of the avatar height/capsule height. Please consider this as work in progress.
2009-06-25- fixes a "collection out of sync" exception in the ODE physicsDr Scofield2-36/+53
engine, caused by an "avatar infinite position" occurring under heavy load. - fixes "value too small" exception in ChatModule
2009-06-19Properly reset a vehicle's status to VEHICLE_TYPE_NONE when requestedMelanie Thielker1-0/+1
2009-06-10From: Alan Webb <alan_webb@us.ibm.com>Dr Scofield1-2/+2
Eat collision errors --- NOTE: this fix might be naive, it seems to have helped us getting to 81 avatars (whereas we'd crash with 20 before), but it sure would benefit from some check-over by a person skilled in the art of ODE physics.
2009-06-10Formatting cleanup.Jeff Ames6-11/+9
2009-06-06some code cleanupDahlia Trimble1-3/+0
test commit with cygwin svn
2009-06-04Fix comparison of UUID with null.Jeff Ames1-1/+1
2009-06-02* Pried apart the ODE tests. This fixes mantis #3212lbsa711-0/+0
2009-06-01Minor: Change OpenSim to OpenSimulator in older copyright headers and ↵Jeff Ames33-33/+33
LICENSE.txt.
2009-05-31reduce verbosity of sculpt map cache messages to reporting cache failures onlyDahlia Trimble1-2/+2
2009-05-29some clean up of sculpt map caching codeDahlia Trimble1-5/+3
remove a redundant debug message
2009-05-29reinstate a hopefully more robust experimental decoded sculpt map caching schemeDahlia Trimble1-3/+5
2009-05-29disable sculpt map caching until a better method of avoiding asset requests ↵Dahlia Trimble1-5/+8
can be found
2009-05-29Experimental decoded sculpt map cachingDahlia Trimble1-17/+48
2009-05-27Revert "* Added IntegrationTest Attribute and tagged the ODETestClass"Sean Dague1-2/+1
This reverts commit 8f0096cc7b112fea8f69f391224911f624482747. To get us back to compiling on fresh checkouts.
2009-05-27* Added IntegrationTest Attribute and tagged the ODETestClasslbsa711-1/+2
2009-05-25* Upped version number to 0.6.5lbsa716-6/+6
2009-05-22cleaning out warnings.Dr Scofield7-170/+168
NOTE: we currently have a gazillion warnings caused stuff flagged as "obsolete" (OGS1 stuff) --- what's up with that?
2009-05-19Sculpt mesher refactorDahlia Trimble1-58/+98
adds some previously missing geometry to sculpties new LOD improves vertex accuracy fix torus mode mesh edge joining sync with primmesher r37
2009-05-15some sculpted prim geometry accuracy and meshing speed improvementsDahlia Trimble1-22/+7
2009-05-08Added a Copy() method to PrimMesh and SculptMesh as suggested by dmiles. ↵Dahlia Trimble2-20/+75
Sync PrimMesher.cs and SculptMesh.cs with PrimMesher.dll r36.
2009-05-03alter behavior of sculpted prim "Inside out" setting. Addresses Mantis #3514Dahlia Trimble1-1/+1
2009-04-24some code cleanupDahlia Trimble1-18/+0
sync with primmesher r35
2009-04-24Limit hollow size of physics proxy to 95%Dahlia Trimble2-2/+4
2009-04-20* It turns out vehicle Angular Motor direction is always in global space.Teravus Ovares1-7/+24
2009-04-20* Prevent a vehicle crashTeravus Ovares1-0/+13
2009-04-20* Allow passing of material type to physics engineTeravus Ovares3-19/+258
* Define low friction and medium bounce for Glass
2009-04-19Keep IsColliding updated for the recent changes in ScenePresence so that ↵idb1-0/+3
walk/stand animations will get used instead of just falling
2009-04-19* Rudimentary angular motor implementation for the LSL Vehicle APITeravus Ovares2-8/+84
2009-04-19Added a "force_simple_prim_meshing" option to the ODE settings in ↵Dahlia Trimble1-25/+18
OpenSim.ini which will use meshes for collisions with simple prim shapes rather than internal ODE algorithms. This may help with Mantis #2905 and Mantis #3487 for those experimenting with capsule settings. Note that this will increase memory usage and region startup time.
2009-04-18Add some documentation. (note this is *not* a thinly veiled attempt to ↵Dahlia Trimble1-1/+3
increase my commit frequency *wink*)
2009-04-17* A few fixes to the Linear MotorTeravus Ovares1-15/+21
2009-04-17* Add Implementation of Linear Motor and Linear friction from the LSL ↵Teravus Ovares1-9/+73
Vehicle API in Physics
2009-04-17* Set some minimum values to avoid divide by zero errors.Teravus Ovares1-0/+14
2009-04-17* Commit a few fixes to the Vehicle settingsTeravus Ovares2-13/+67
* Vertical Attractor servo
2009-04-16* Remove some super experimental stuff in BulletDotNETPlugin since it was ↵Teravus Ovares3-11/+18
causing issues. * Tweak the ODEPrim PID a bit more.