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* fixes for nebadon"s terrain bugs; includes patched 0.9 ode.dll, libode.sodan miller2007-10-111-4/+49
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* applied Darok"s BulletXPlugin changes 003.patchdan miller2007-10-072-99/+378
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* getting all our line endings consistant againSean Dague2007-10-051-560/+560
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* Droppin da fyzyx bomb on yadan miller2007-10-031-41/+89
| | | | | | | | seriously, this is quite the update. Fixes a number of nagging physics problems, including avatar shell size/shape The internal logic is quite different, and CPU usage may be affected. Also some work remains wrt flying. Please test this rev out before you deploy widely
* removed debug statementsdan miller2007-10-011-3/+1
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* fixing odeplugin debug bugdan miller2007-10-011-1/+0
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* this should fix mantis 452 and related -- hollow prims work in Linux! (I hope)dan miller2007-10-011-1/+2
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* Corrected the typo in the folder name.Dalien Talbot2007-09-302-0/+0
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* Hollow prims (box only), thanks Gerard! Enjoydan miller2007-09-292-0/+839
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* Hollow prims (box only), thanks Gerard! Enjoydan miller2007-09-295-22/+215
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* physics-related fixes; should stabilize border crossingsdan miller2007-09-211-3/+11
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* RemoveAvatar called from scene.cs; implemented in ODE. Still issues with ↵dan miller2007-09-181-1/+4
| | | | multi-region; see bug 410
* ODE: no more slippin' & slidin'dan miller2007-09-131-4/+24
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* I think 1.0f makes a better offset than 1.2f for basic physics (less floating,Sean Dague2007-09-121-1/+1
| | | | | | | | not too much crouching). I think that we'll have to rethink what the terrain resolution is down the road, as we don't really have enough sample data to actually get people placed right on the land.
* remove autogenerated filesSean Dague2007-09-111-66/+0
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* Added part 3 of Darok's BulletX patch. The bulletX plugin is now a project ↵MW2007-09-111-90/+485
| | | | in the opensim build/solution. To use change the physics setting in opensim.ini to "modified_BulletX". At the moment I have been unable to test this as when using the bulletX plugin for me opensim is using 100% of processor.
* mass update of urls in source code to new websiteSean Dague2007-09-1013-13/+13
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* ODE fix: avatar/avatar collision enabled. Needs client update fix to be ↵dan miller2007-09-091-0/+4
| | | | seen correctly. In the right repository this time..
* Part 2 of Darok's BulletX patches.MW2007-09-041-135/+115
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* Part 1 of Darok's BulletX patches.MW2007-09-041-16/+39
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* ODE bugfix: multiple avatars now supported properlydan miller2007-09-011-1/+1
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* once more, without the debug statements (ODE multi-region fixes, various ↵dan miller2007-09-012-2/+1
| | | | debugging)
* umm, nevermind all that -- this is the real ODE region fix. I'll get ↵dan miller2007-09-011-22/+33
| | | | subversion someday
* danx0r (first checkin!) fixes OdePlugin.cs RemovePrim() lock bugdan miller2007-08-301-4/+7
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* Applied danx0r's ODE patch [mantis number 340].MW2007-08-281-86/+102
| | | | | Corrected a few out dated things in the ExtensionsScriptModule.
* Corrected the namespace in OpenSim.Region.Physics.Manager, so now namespace ↵MW2007-08-287-7/+7
| | | | should equal project and directory.
* Danxors patch for >30prims with ODETedd Hansen2007-08-261-8/+4
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* Added RemovePrim method to the physics plugins interface.MW2007-08-234-1/+27
| | | | | | | | 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.
* Implemented Resize Method in OdePrim.MW2007-08-231-3/+7
| | | | | | | | attached the links to that from SceneObject, so now resizing works (as much as resizing currently works in opensim, fixing resizing in general is on my todo list for today). Rotation of a root prim also now updates the physics engine. So think there really is only deleteprim left, then it should be usable (Different shapes (other than boxes that it currently uses) can wait a little bit longer). [of course there are still the other issues of ODE not really working when there is more than one region in a instance of opensim].
* Added danx0r's physics patch, although for now have disabled the lines in ↵MW2007-08-232-2/+37
| | | | Scene.cs, as any changes to prims (like size or position changes) are only updated to the physics engine when you restart opensim. Also prims aren't deleted from the physics engine. These shouldn't be hard to fix.
* More prep work for adding prims to ODE physicsBrian McBee2007-08-194-33/+96
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* starting to add bits and pieces to physics prims that we will eventually ↵Brian McBee2007-08-184-11/+33
| | | | need for collisions. not hooked in yet.
* Applied danx0r 's ODE patch [mantis issue 263]MW2007-08-111-20/+21
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* OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs, ↵Brian McBee2007-08-031-5/+5
| | | | | | | OpenSim/Region/Environment/Scenes/ScenePresence.cs Fix for array out-of-bounds error in basicphysics.
* mass update of files to have native line endingsSean Dague2007-07-301-65/+65
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* Deleting objects should now work. But beware they aren't send to your trash ↵MW2007-07-291-192/+194
| | | | folder or anything so there is at the moment no way to recover deleted objects.
* * Applying issue#230 - Avatar stuck at region edge (Thanks Babblefrog!)Adam Frisby2007-07-291-34/+28
| | | | | * Fix for issue #237 - Sim startup cannot read a terrain file (Reported by CutterRubio)
* * Reduced a significant number of compiler warnings (back down to 9 for all ↵Adam Frisby2007-07-241-2/+2
| | | | projects combined, all 'never used' things)
* Think I've recovered my deleted files, so hopefully it works now. MW2007-07-221-0/+66
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* * More cleaningAdam Frisby2007-07-191-0/+2
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* * Massive restructuring of RegionApplicationBase, OpenSimMain and SimpleApplbsa712007-07-161-31/+0
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* * working on RegionApplicationBaselbsa712007-07-161-2/+2
| | | | | * Renamed PhysicsManager to PhysicsPluginManager because it is.
* changed to native line ending encodingSean Dague2007-07-1613-2444/+2444
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* Part two of Darok's Bullet physics plugin: added the actual plugin, although ↵MW2007-07-132-0/+590
| | | | | | | haven't added the project to prebuild.xml yet. Also might have messed up some of the SVN properties on some of the folders, so if the cleaning lady has to come in again, I just hope she doesn't moan.
* * By popular demand, all generated build files are now deleted. Somebody ↵lbsa712007-07-088-574/+0
| | | | should make sure the wiki is updated.
* A bit more work on Building tools/support.MW2007-07-044-5/+5
| | | | | updated Axiom.MathLib.dll.
* * Optimized usings (the 'LL ate my scripts' commit)lbsa712007-07-0311-46/+29
| | | | | * added some licensing info
* Applied Darok's PhysicsVector ToString patchMW2007-07-021-0/+5
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* * Fixed Issue #161 by using PhysicsScene.Null instead of BasePhysicsScenelbsa712007-07-022-38/+38
| | | | | | | * Hid NullPhysicsScene for great justice * Fixed broken Grid build
* Started change to having SceneObject and then that having child Primitives ↵MW2007-07-011-0/+8
| | | | which in turn have a Shape object (currently PrimitiveBaseShape). The plan is only for the SceneObject to interface with the physics engines. As a physics Entity should be able to have mulitple shapes connected to it.