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2007-12-04keeping opensim safe for children -- made some namespace references less ↵Jeff Ames4-34/+19
explicit
2007-12-04* Fixed a whole bunch of console messages.Adam Frisby1-4/+4
2007-12-04* Flying with ODE and got that sinking feeling? This should helpTeravus Ovares1-2/+2
2007-12-04set svn:eol-styleJeff Ames2-1163/+1163
2007-12-04* Split out the ODEPlugin Nested classes.Teravus Ovares3-1139/+1166
2007-12-03* Now using interpolation to expand the 256x256 heightfield data to 512x512 ↵Teravus Ovares1-8/+102
before it's passed to ODE.
2007-12-03* Resize terrain heightmap info going to ODE to double the resolution. Teravus Ovares1-8/+60
* Using the nearest neighbor method, interpolation coming soon.
2007-11-28* Restaring the sim works fine in grid mode now. Sims announce themselves ↵Teravus Ovares2-4/+35
to their neighbors when they start up. Neighbors get this message and tell their agents that there's a new sim up. * Certain unrecoverable physics based crashes in ODE are now hooked up to the 'restart the sim' routine.
2007-11-21* Did some initial work for prim crossing. Just glue so far.Teravus Ovares1-1/+1
* Added the child_get_tasks OpenSim.ini flag for testing the UDP packet sending code and packet throttler. This flag gets purposely disabled in grid mode. This flag also has the consequence that you can see the prim in neighboring regions without going into them. Be warned, this causes tons of dropped packets.
2007-11-20per chi11ken: adding check for out-of-bounds avatars in POSBrian McBee1-0/+18
2007-11-20New improved POS! With slippery avatars and extra calculations.Brian McBee1-0/+10
2007-11-20fixed potential reference invalidation and array out of bounds exception in ↵Jeff Ames1-2/+4
basicphysics
2007-11-20fixed array range out of bounds exception and reference invalidation under ↵Jeff Ames1-21/+26
load in POS
2007-11-20Reverting my POS changes. I need to think this through a bit more.Brian McBee1-14/+14
2007-11-20*Huge* structural changes in ODE/OdePrim to get all of the calls in ↵Teravus Ovares6-312/+365
threadlocked code. ODEPrim was almost completely re-written. Copy/Space test needed.
2007-11-20POS physics. tweaking stair-climbing which broke with my last changeBrian McBee1-12/+14
2007-11-20POS physics: removed "stickiness" from avatars so they can slide along ↵Brian McBee1-10/+8
surfaces instead of sticking to them.
2007-11-19Tweaked for a possibility of 10 elements.Teravus Ovares1-1/+1
2007-11-19* Added noisy debug information on the Verbose console to help debugging ↵Teravus Ovares1-0/+20
oddly placed prim.
2007-11-19* Space allocation fix for prim outside region. >256 & <0.Teravus Ovares1-0/+12
2007-11-19Fixed - outside of bounds error.Teravus Ovares1-1/+1
2007-11-19fixed POS rotation with certain anglesJeff Ames1-4/+4
2007-11-19added rotation support to POSJeff Ames1-4/+8
2007-11-19* Split space array structure into a two dimentional array instead of a ↵Teravus Ovares1-27/+38
single one. Once again. Should help debugging space/copy issues.
2007-11-19Added medium debug information to Verbose mode of the console about ↵Teravus Ovares1-7/+72
Prim/space movements. Should help make sense of the copy prim bug. Use for Pastebin. :D
2007-11-18* Copy/SpaceBorder Fix attempt number 3, hopefully the lastTeravus Ovares1-11/+21
2007-11-18* 2nd attempt to fix the Spaceborder/copy bugTeravus Ovares1-1/+6
2007-11-18flying in POS should be a bit smootherJeff Ames1-4/+15
2007-11-18* Tentative Bug fix for OptikSL's intermittant Copy prim error.Teravus Ovares1-13/+23
2007-11-18cleaned up some mono compiler warningsJeff Ames2-59/+55
2007-11-17improved avatar logic -- walk up low steps now, sortadan miller1-5/+21
2007-11-17minor POS tweak for speeddan miller1-5/+4
2007-11-17* Fix Null comparison for MonoTeravus Ovares1-2/+2
2007-11-17* Fixed space related SimCrasher ODE error when a prim disables itself ↵Teravus Ovares1-0/+37
because it's out of bounds and user moves it back into the space.
2007-11-17Out of a fog of alcohol and adenovirus, I present - POS!dan miller2-32/+219
EXTREMELY basic collision detection; walk on prims don't rotate anything do not feed or annoy POS YMMV
2007-11-17added some POS gravityJeff Ames1-22/+17
2007-11-17* ODEPlugin Thinned the avatar out to average SL thin-ness. There's more ↵Teravus Ovares1-2/+4
work to be done on this, however, avatar will have a lot less difficulty getting into tight spaces/prim cuts
2007-11-17* ODEPlugin - fixed issue where resizing prim causes the prim's collision ↵Teravus Ovares1-2/+18
box to no longer be matching the client's view of where it should be.
2007-11-16* Resolved the situation where prim is loaded from storage and when pushed ↵Teravus Ovares1-1/+1
never stops.
2007-11-16* Trying a space/collision optimization technique in ODE. Let me know if ↵Teravus Ovares1-16/+39
you see a difference.
2007-11-16fixed some AssemblyInfo filesJeff Ames2-4/+4
2007-11-16added dummy POS physics pluginJeff Ames2-0/+359
2007-11-16* ODE step two on the way to separate dynamic space allocation ( One more to ↵Teravus Ovares2-50/+128
go )
2007-11-15* ODE - Started the refactoring process to allow breaking up the scene into ↵Teravus Ovares1-97/+146
smaller spaces * ODE - No new visible speed improvements yet. From the coding side, the beginnings of dynamic space calculation..
2007-11-14* ODE removes an unnecessary lock.Teravus Ovares1-3/+2
2007-11-14* Removes the console enumeration errors on sim start.Teravus Ovares1-10/+20
2007-11-14* Should help avatar climb steps betterTeravus Ovares1-22/+54
* Reduced ground friction when an avatar is moving * Followed Dan's advice and moved the walk/run movement controller to target_velocity instead of on the total movement * Reduced PID_D power by 1/5th (80) * More avatar movement tweaks.
2007-11-13* Fixed the walk vs fall animation.Teravus Ovares1-2/+66
* Tweaked a few things
2007-11-13* Added AV Height Glue & Avatar Height stored on m_AVHeight in ScenePresence Teravus Ovares1-22/+43
* Added glue to send it to the Physics Engines (in meters) * ODE Initial implementation of Avatar Height :D Change your height and not get all knee bendy
2007-11-12* Implemented Walk Vs Run in ODE. Also helps make the walk look smoother.Teravus Ovares5-4/+51
* All thanks to unimplemented packet listing :D