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* Comment out "experimental" log message printed out whenever a physics mesh wa...Justin Clark-Casey (justincc)2012-02-161-2/+2
* correct the default avatar_terminal_velocity value that I accidentally left i...Justin Clark-Casey (justincc)2012-02-111-1/+1
* Clamp ODE character velocity. Make ODE falling character 54m/s by default.Justin Clark-Casey (justincc)2012-02-112-1/+53
* Update BulletSim.dll with some interface changes and tuning (see opensim-libs...Robert Adams2012-01-252-6/+31
* Serialize calls to ODE Collide() function across OdeScene instances to preven...Justin Clark-Casey (justincc)2012-01-252-1/+32
* Restrict accessible of ODECharacter Shell and Body. Add method doc and some ...Justin Clark-Casey (justincc)2012-01-242-12/+27
* Adding commented out log messages and some minor formatting for future bug hu...Justin Clark-Casey (justincc)2012-01-021-0/+1
* Align default ODE_STEPSIZE with that already used through OpenSimDefaults.iniJustin Clark-Casey (justincc)2011-12-221-2/+2
* Remove unused SetAcceleration and add set on Acceleration parameterDan Lake2011-12-2010-34/+13
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimDiva Canto2011-12-201-1/+1
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| * Comment out accidentally left in "Adding physics prim" log messageJustin Clark-Casey (justincc)2011-12-161-1/+1
* | Fixed bug of avie going under the terrain when crossing regions in certain di...Diva Canto2011-12-201-2/+2
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* Stop pointlessly setting the m_colliderarr[] to false in the ODECharacter con...Justin Clark-Casey (justincc)2011-12-151-5/+0
* Stop having to call SetHeight again in ScenePresence.AddToPhysicalScene() whe...Justin Clark-Casey (justincc)2011-12-153-18/+25
* Code cleanup related to ScenePresence.PhysicsActor and OdeScene/OdeCharacterJustin Clark-Casey (justincc)2011-12-152-8/+24
* minor: add some currently commented log lines for use in debuggingJustin Clark-Casey (justincc)2011-12-141-1/+8
* Simplify some manipulation of _taintedActors in OdeSceneJustin Clark-Casey (justincc)2011-12-141-13/+6
* Eliminate _taintedPrimsH and _taintedPrimsL (and _taintedPrimLock) in favour ...Justin Clark-Casey (justincc)2011-12-141-45/+14
* minor: remove pointless comment from OdeScene.csJustin Clark-Casey (justincc)2011-12-121-2/+1
* minor: remove mono compile warning, a Vector3 can never be null since it's a ...Justin Clark-Casey (justincc)2011-11-291-9/+6
* remove some mono compiler warningsJustin Clark-Casey (justincc)2011-11-253-8/+8
* Log error if we attempt to add/remove an OdeCharacter from the _characters li...Justin Clark-Casey (justincc)2011-11-221-23/+33
* Stop removing actor from the hash maps in OdeScene.RemoveCharacter() since th...Justin Clark-Casey (justincc)2011-11-221-6/+1
* Comment out uncalled OdeScene.UnCombine()Justin Clark-Casey (justincc)2011-11-222-66/+60
* slightly simplify OdeScene.Simulate() by removing bool processtaints, since w...Justin Clark-Casey (justincc)2011-11-223-141/+128
* Slightly improve "Unable to space collide" logging message, though I don't th...Justin Clark-Casey (justincc)2011-11-211-1/+2
* Get rid of OdeCharacter != null checks since OdeScene._characters can never c...Justin Clark-Casey (justincc)2011-11-211-17/+4
* remove unnecessary OdeScene._activeprims locking. Code is single-threadedJustin Clark-Casey (justincc)2011-11-211-53/+46
* Restore defects list. In hindsight, the reason for this is becuase we can't ...Justin Clark-Casey (justincc)2011-11-212-92/+112
* simplify operation of OdeScene._perloopContactJustin Clark-Casey (justincc)2011-11-211-45/+51
* don't bother locking OdeScene._perloopContact in single threaded codeJustin Clark-Casey (justincc)2011-11-211-47/+42
* don't lock OdeScene.contacts since only ever accessed by a single threadJustin Clark-Casey (justincc)2011-11-211-10/+24
* rename ODECharacter.AvatarGeomAndBodyCreation() -> CreateOdeStructures() to m...Justin Clark-Casey (justincc)2011-11-211-8/+10
* refactor: Eliminate one line ODECharacter.doForce() method for code clarityJustin Clark-Casey (justincc)2011-11-211-15/+3
* Comment out calls to OdeScene.waitForSpaceUnlock() since that method does not...Justin Clark-Casey (justincc)2011-11-213-23/+24
* Reduce complexity of OdeScene.Simulate() by fully removing bad characters at ...Justin Clark-Casey (justincc)2011-11-212-70/+29
* move geom/actor map maintenance into DestroyODEStructures()/AvatarGeomAndBody...Justin Clark-Casey (justincc)2011-11-212-10/+9
* When changing avatar size in ODE, remove the old actor from the name and acto...Justin Clark-Casey (justincc)2011-11-212-8/+14
* When an ODECharacter is removed (e.g. when an avatar leaves a scene), remove ...Justin Clark-Casey (justincc)2011-11-212-10/+23
* Have ODECharacter and ODEPrim both use PhysicsActor.Name instead of maintaini...Justin Clark-Casey (justincc)2011-11-213-9/+14
* Actually remove PhysicsActor.SOPDescription this timeJustin Clark-Casey (justincc)2011-11-211-1/+3
* Instead of generating a new list for bad characters on every physics pass, ke...Justin Clark-Casey (justincc)2011-11-211-3/+12
* Stop OdePrim and OdeCharacter insanely overriding set LocalID to set their ow...Justin Clark-Casey (justincc)2011-11-166-41/+29
* Instead of having scene add/remove collision events directly to the OdeScene ...Justin Clark-Casey (justincc)2011-11-151-20/+38
* use a more efficient dictionary in OdeScene._collisionEventPrim rather than a...Justin Clark-Casey (justincc)2011-11-151-7/+4
* Add comment for experimental effect of removing the Thread.Sleep(20) in ODEPr...Justin Clark-Casey (justincc)2011-11-042-1/+4
* Stop llPushObject() from causing problems by adding force via a taint rather ...Justin Clark-Casey (justincc)2011-11-041-2/+25
* Add taint target velocity for ODECharacters as is already done for ODECharact...Justin Clark-Casey (justincc)2011-10-291-7/+12
* tidy up OdeCharacter so that we just use OpenMetaverse.Vector3 assignment dir...Justin Clark-Casey (justincc)2011-10-291-51/+39
* Move position set from taint to logically better position at top of ODECharac...Justin Clark-Casey (justincc)2011-10-291-12/+12