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2012-03-02This still causes terrain artefactsMelanie1-3/+1
Revert " fix the last fix. Regions are square but... Also remove the 0.5 offset in map position. It was apparently needed to fix we having nsamples = size and not size + 1." This reverts commit 15bc539bd49e7a09c1ec6e539871cde5eee6032e.
2012-02-28 made box a little largerUbitUmarov1-6/+6
2012-02-28A few blind changes to go try to go around bad mesh little box replacement failUbitUmarov1-67/+50
2012-02-28Really dirty hack to make sims start. Causes errors but the ting runs. RemoveMelanie1-1/+5
when fixed right.
2012-02-27 Let inworld meshs colide as such and not as basic prim all the time. ↵UbitUmarov2-5/+10
Removed also LOD, and outerskin on colision meshs.
2012-02-27 update ubitODE to my current working stateUbitUmarov4-568/+378
2012-02-26added in chODE GeomTriMeshDataDestroy to explicity release internal trimesh ↵UbitUmarov2-3/+41
data.
2012-02-24 replace bad meshs by a small cube and log it.UbitUmarov1-5/+21
2012-02-24 stop using useless geom tricallback.UbitUmarov1-1/+2
2012-02-23 fix the last fix. Regions are square but... Also remove the 0.5 offset in ↵UbitUmarov1-1/+3
map position. It was apparently needed to fix we having nsamples = size and not size + 1.
2012-02-23 fix my bug on ChODE terrain heightmap buildUbitUmarov1-3/+3
2012-02-21Reverse the changed to ODE heightmap. It results in SERIOUS issues like anMelanie1-4/+4
irreversible y-flip and holes in the map.
2012-02-21Load 32-bit or 64-bit BulletSim Windows library automatically as appropriate.Justin Clark-Casey (justincc)1-0/+3
This uses the same approach as ODE. radams, if this doesn't work for you please feel free to revert.
2012-02-21Add 64 bit Windows sqlite3.dll and use this if running a 64-bit windows process.Justin Clark-Casey (justincc)1-14/+1
2012-02-21Remove PhysXPlugin and wrappers.Justin Clark-Casey (justincc)5-1001/+0
In over 4 years this never progressed beyond an unimplemented stub. This doesn't mean that it can't come back if someone is interested in implementing PhysX support.
2012-02-19minor fix to chODE terrain heighmap scaleUbitUmarov1-4/+4
2012-02-18changed how vehicle data is stored and passed to physics. use unsafe in ↵UbitUmarov4-59/+347
serializer, tried to control m_dupeInProgress
2012-02-18Report an error if the required native Windows ODE library can't be found.Justin Clark-Casey (justincc)1-1/+4
2012-02-18On Windows automatically load the correct native ODE library depending on ↵Justin Clark-Casey (justincc)2-3/+24
whether the process is 32-bit or 64-bit In theory, this means that a 64-bit Windows OS user can now run OpenSim.exe with ODE and use more than 2 (or 3) GB of memory. However, this is completely untested since I don't currently own a 64-bit Windows box. Feedback appreciated. Using OpenSim.32BitLaunch.exe should continue to work. Other platforms are unaffected. This will currently not work with sqlite - I will add that too if this works.
2012-02-17Added simple binary serializer/deserializer to chODE. 100% untested and most ↵UbitUmarov5-1035/+1540
like still broken
2012-02-16Comment out "experimental" log message printed out whenever a physics mesh ↵Justin Clark-Casey (justincc)1-2/+2
was generated for a mesh Also adds prim name to the "no asset data" error log message
2012-02-15Now if chode prim.cs detects out of bounds it requests a update and blocks ↵UbitUmarov2-20/+45
movement and colisions. Base code must do a PhysActor.CrossingFailure() to make it move again inside sim or delete it.
2012-02-15don't freeze with a sitted avatar in a border without other sim. Still messy :(UbitUmarov1-2/+2
2012-02-15Now if chode prim.cs detects out of bounds it requests a update and blocks ↵UbitUmarov2-20/+45
movement and colisions. Base code must do a PhysActor.CrossingFailure() to make it move again inside sim or delete it.
2012-02-15don't freeze with a sitted avatar in a border without other sim. Still messy :(UbitUmarov1-2/+2
2012-02-15 try to make crossings work better. chode no longer prevents crossings i hopeUbitUmarov1-6/+50
2012-02-15 try to make crossings work better. chode no longer prevents crossings i hopeUbitUmarov1-6/+50
2012-02-11 remove drawstuff from ubitodeUbitUmarov4-256/+1
2012-02-11 removed outdated coments.UbitUmarov1-630/+0
2012-02-11 remove forgotten taints codeUbitUmarov1-32/+0
2012-02-11UbitODE: replace 'taints' by 'changes' for avatars also. This provides ↵UbitUmarov3-250/+378
better time order with changes in prims.
2012-02-11 vehicle changes done by simulation thread and not calling oneUbitUmarov2-132/+200
2012-02-11 changes to vehicle bankingUbitUmarov1-69/+23
2012-02-11a bit better vertical attractor and bankingUbitUmarov1-12/+23
2012-02-11Use mesh to estimate real center of prims if avaiable. Let sculpt map ↵UbitUmarov5-33/+129
textures with alpha channel work. On linux J2DecodeCache folder must be deleted to remove bad entries. Corrently this can't be cached on linux (mono/ cairo/? problem)
2012-02-11 scale avatar push force with avatar densityUbitUmarov1-1/+2
2012-02-11correct the default avatar_terminal_velocity value that I accidentally left ↵Justin Clark-Casey (justincc)1-1/+1
in whilst testing
2012-02-11Clamp ODE character velocity. Make ODE falling character 54m/s by default.Justin Clark-Casey (justincc)2-1/+53
If velocity reaches 256 in any vector then bad things happen with ODE, so we now clamp this value. In addition, a falling avatar is clamped by default at 54 m/s, which is the same as a falling skydiver. This also appears to be the value used on the linden lab grid. This should resolve http://opensimulator.org/mantis/view.php?id=5882
2012-02-10test on gitUbitUmarov4-0/+4
2012-02-10 Changes to vehicles code etc. Includes some debug aids to remove later.UbitUmarov4-243/+145
2012-02-08initial introdution of physics actor building control.UbitUmarov1-1/+1
2012-02-08 changes in physics manager, needed for UbitODEUbitUmarov2-1/+28
2012-02-08UbitODE plugin initial commitUbitUmarov10-0/+11556
2012-01-25Update BulletSim.dll with some interface changes and tuning (see ↵Robert Adams2-6/+31
opensim-libs). Change BSScene to use new interface.
2012-01-25Serialize calls to ODE Collide() function across OdeScene instances to ↵Justin Clark-Casey (justincc)2-1/+32
prevent ODE crashes on simulators running more than one region. It turns out that calls to Collide() are not thread-safe even for objects in different ODE physics worlds due to ODE static caches. For simulators running multiple regions, not serializing calls from different scene loops will sooner or later cause OpenSim to crash with a native stack trace referencing OBBCollider. This affects the default OPCODE collider but not GIMPACT. However, GIMPACT fails for other reasons under some current simulator loads. ODE provides a thread local storage option, but as of ODE r1755 (and r1840) DLLs compiled with this crash OpenSim immediately.
2012-01-24Restrict accessible of ODECharacter Shell and Body. Add method doc and some ↵Justin Clark-Casey (justincc)2-12/+27
error log lines.
2012-01-02Adding commented out log messages and some minor formatting for future bug ↵Justin Clark-Casey (justincc)1-0/+1
hunting. No functional changes.
2011-12-24Add setter for Acceleration on physics objects.Melanie2-0/+2
2011-12-22Align default ODE_STEPSIZE with that already used through OpenSimDefaults.iniJustin Clark-Casey (justincc)1-2/+2
2011-12-20Remove unused SetAcceleration and add set on Acceleration parameterDan Lake10-34/+13